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Tannenberg is the latest entry in the 1914-1918 WW1 Game Series that started with WW1 FPS Verdun, expanding the focus to encompass the Eastern Front. Warfare on the border of the Russian Empire offers a fresh experience for new and veteran players alike, with new squads and weapons, open maps that give players tactical freedom, and a whole new 64 player game mode!
This historical game takes place across the lakes, forests, and snowy plains of the Eastern Front - it was inspired by the Battle of Tannenberg in 1914 where the Russian Second Army was dealt a heavy blow by the Germans. Tannenberg offers a range of game modes - including the exciting new mode reflecting the different nature of war on the Eastern Front - and a wealth of historical detail: realistic WW1 weaponry, authentic uniforms, horrendous gore, and maps based on real battlefields, this time in the forests, plains and mountains along the border between the Russian Empire and the Central Powers.
Tannenberg key features include:
  • Realistic World War 1 gameplay
  • Tactical squad-based FPS
  • Warfare on the Eastern Front
  • Majestic backdrops and map detail
  • Variety of game modes for player counts of up to 64
Experience World War One on the Eastern Front
It’s all-out war on the Eastern Front! From artillery barrages and poison gas to the deadly machinegun and humble rifle, there are many weapons to master. The battlefield is a dangerous place, and a little thought will help you stay alive – lead your shots, keep your eyes open, and be ready to engage in ferocious close combat at any moment.
Authentic Eastern Front Warfare
The development team is aiming to recreate the atmosphere of the Eastern Front with the same level of accuracy as in Verdun. Uniforms have been recreated to the tiniest detail, the weapons are modeled to exact references and the maps use realistic props and terrain layouts.
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Tannenberg
Blackmill GamesDeveloper
M2HPublisher
2017-11-16Release
🎹🖱️ Keyboard + Mouse
🕹️ Partial Controller Support
Very Positive (3600 reviews)
VR Support
Public Linux Depots:
  • Tannenberg Linux [4.35 G]
Available DLCs:
  • Tannenberg - Supporter Edition Upgrade
Gallipoli - Introducing the Expedition Game Mode

Hello everyone!

We know youve been eagerly waiting for more information about Gallipoli, and here it is! Today, well walk you through the game mode of Gallipoli: Expedition.

With the war spread over huge distances, combatant nations moved their troops in expeditionary forces by sea and rail to fight on new fronts. These forces were specialized in mobility and self-sustainability, capable of heading deep into enemy territory and taking key positions.

The Expedition Game Mode seeks to reflect the faster-paced combat, rewarding attackers who adapt on the fly and book results efficiently.

We would like to preface this blog with a disclaimer: everything mentioned and shown is work in progress and subject to change!

[hr][/hr]

Introducing: Expedition

A battlefield is split into several sectors, laid out horizontally between the attacker and defender spawn points. Each sector has two objectives to control in order to take it. Sectors need to be taken in order towards the defenders spawn area.

The defenders, of course, need to give everything in order to stop any of this from happening. If the attackers manage to capture every sector with the time and resources they have, they win. Otherwise, the defenders claim victory.

So far, those of you whove played Isonzo may think all this sounds a little familiar. Dont worry: this is where all the differences come in.

Momentum

While capturing objectives and pushing towards the next sector, the attackers have to manage their Momentum. In essence, this resource represents how well the Expedition is proceeding. The attack starts with 100 Momentum, one of which is lost whenever an attacking soldier perishes. In the simplest terms, 1 Momentum = 1 attacker life.

Of course, youre not expected to complete every single objective with just 100 men. Theres a multitude of ways to regain your Momentum.

  • Kill Threshold: A portion of Momentum is regained once 50 defenders are taken out. The amount regained depends on how long it took to reach this threshold.

    [/*]
  • Capture an objective: A small amount of Momentum is regained when an objective is captured for the first time.

    [/*]
  • Secure an objective: A large amount of Momentum is regained when an objective is secured.

    [/*]

Defenders dont have Momentum. Instead, its their goal to either drain the attackers Momentum by killing them without taking casualties, or holding on to their Headquarters by any means necessary.

Objectives

Both teams can capture an objective. Once captured, the objective will be supplied with static weapons to aid the defense. However, thats not the end: the other team can recapture the objective if not secured!

Objective types

Each sector has two objectives: the Headquarters and a Support Objective.

The Headquarters is the primary objective you need to secure in order to advance. Securing is something only the attackers can do after capturing the objective. Once secured, it can never be recaptured by the defenders, and the attackers may proceed to the next sector.

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45744994/0bad02182c1242dcb16893f8d6b4b4623a4aa1ec.gif\"][/img]

The Support Objective is different. This objective isnt required to advance, but the attackers can target the Support Objective to regain Momentum if running low. Additionally, it acts as a forward spawn point for the team that controls it and its equipped with mortars, as well as a field gun, to support the battle for the Headquarters. Since it cannot be secured, the enemy can always try to recapture it.

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45744994/b118553dd37ee8e6bf0510a99d643760aa697f83.gif\"][/img]

Randomized Objectives

No two battles are the same; not in history, not in Gallipoli either. The spawn location of the Headquarters is randomly picked between two possible locations per sector. The Support Objective will be at the other of the two locations.

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45744994/4aa9ee1af161c12556c7aa891290cab05b5170cf.gif\"][/img]

But wait, theres more! The Headquarters also has two types it will randomly select: Build to secure and Detonate to secure.

Build to secure requires you to build 3 buildable structures on the objective, randomly placed in 5 possible locations. Multiple people can work on a single structure at a time to speed up progress, but youll also want some people to deal with the enemy! Build progress is never lost, not even when the objective changes hands. Finish building to secure!

[img src=\"https://i.imgur.com/7GBRiZU.gif\"][/img]

Can\'t see the gif? Click here!

Detonate to secure may be a bit more familiar: plant a bomb on the objective in order to destroy it. Once destroyed, its secured. However, the defenders can disarm the bomb at any time!

With 11 different possible layouts per Headquarters, 2 layouts per sector and up to 5 sectors per map, this means that a large map can have up to 5,153,632 different layouts! However, youll only get to see what the layout of the next sector is once you secure the preceding sector.\n

Foothold

Not overloaded with information yet? Good, because heres Foothold.

Foothold is an overtime system that triggers upon Momentum reaching 0. Foothold counts down unless the attackers are contesting an objective that can still give them Momentum.

Any actions that would normally give Momentum now extends Foothold instead. However, theres no way to remove Foothold; once in effect, it will remain until the end of the battle.

As long as they have allies fighting on the Headquarters objective or keep extending the timer, attackers can still defeat the defenders. It is even possible for the attackers to activate Foothold in the first sector and still win the battle if they lock in.

If Foothold reaches 0 and none of the attackers reach an objective within 3 seconds, the battle ends in favor of the defenders!

[hr][/hr]

That sure is a whole lot of information, so heres your TL;DR:

  • Attackers need to be fast and efficient to maintain their Momentum while securing objectives.

    [/*]
  • Defenders need to dig in and stop the attackers in their path by wasting their Momentum.

    [/*]
  • Capturing Headquarters is required to proceed, Support Objectives give more Momentum, weapons and a spawn point. Objectives are randomized per sector.

    [/*]
  • Foothold is a last ditch effort for the attackers after they run out of Momentum.

    [/*]

Be sure to check out the new Verdun event inspired by the Battle of Broodseinde! You can read the blog to learn about the battle, or jump right into the game on support of your allies!

[dynamiclink href=\"https://store.steampowered.com/news/app/242860/view/534362428708750899?l=english\"][/dynamiclink]

[ 2025-10-02 13:30:23 CET ] [Original Post]

Minimum Setup

  • OS: Ubuntu 18.04+ 64bit only. Other distros will probably work. but are not officially supported.
  • Processor: Intel CPU Core i5-2500K 3.3GHz. AMD CPU Phenom II X4 940Memory: 4 GB RAM
  • Memory: 4 GB RAM
  • Graphics: Geforce GTX 960M / Radeon HD 7750 or higher. 2GB video card memoryNetwork: Broadband Internet connection
  • Storage: 8 GB available spaceAdditional Notes: Multiplayer only. make sure you have a stable and fast internet connection.
  • Memory: 16 GB RAM
  • Recommended Setup

    • Graphics: 4GB video card memoryNetwork: Broadband Internet connection
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