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End of season time, so time for a quick round up of the season.
(No more matches are booked for final day tomorrow so we closed the season tonight)
Awards
Awards are as follows:
Intercon Ladder
{Core}
bse
dP
Euro Ladder
-SUOMI-
{Core}
bse
Best Newcomer
dP
Most Active Clan
D.a.L
Best Improvement
[3.SA]
[1stCav]
{DNA}
Congratulations to all the teams this season, and hopefully we can have a very active new season. Already the upcoming matches section is looking nice and busy, so please feel free to challenge other clans.
Anyone with any suggestions for the site / upcoming season please speak to one of the Admins.
New Clans
Always good when new faces appear on the ladder (and old ones returning)
In no particular order:
*UZ//
*[Fjr.1]
*BOH-2.0
*NoWay
Rule updates
Read more
As from next season, the Best Improvement award will be dropped completely.
A more major rule is to be added concerning team activity and awards:
Please make sure you read and understand this if you wish to be considered for awards:
This rule is only applicable to teams competing for end of season awards:
Any team competing during a Season and wishes to be available to win an award for finishing 1st, 2nd or 3rd must be involved in six challenges:
In the following examples Clan A is the team competing for an award.
What counts as a challenge:
1. Clan A challenges a clan within 60points
2. Clan A gets challenged and is accepted and played.
3. Clan A challanges a clan within 60points and is Wildcarded
4. Clan A challenges a clan with point difference over 60 and is accepted.
What does not count as a challenge:
1. Clan A challenges a team with point different over 60 and is not accepted.
2. Clan A challenges a team but reschedules to following season
A clan must also:
1. Be set to active for the entire last month of the Season
2. Not have been set to inactive more than 2 weeks in a Season
(excluding the months july, august and december)
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RO:Ladder presents a Darkest Hour Night:
Date: 24th June (Wednesday)
Time: 21CET / 15EST
Server: 95.169.190.50:7757 ({RL} Server 50 Slot - Germany)
Password: DHNight
Hopefully we can get a good turnout and experience the latest version on this mod with the clan community.
If this is successful, expect to see a DH themed Tournament very soon.
Any suggestions for this night (maps, settings etc) please contact an RO:L Admin.
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| Darkest Hour Beta 3.0 Released on steam! |
( tina) 05.06.2009 at 14:33
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We are very pleased to announce that Darkest Hour Beta 3.0 will be available via Steam NOW!, just out of time for the 65th anniversary of the D-Day landings (not to mention Darkest Hour's 1st birthday).
Read more
Built on the award-winning Steam favorite, Red Orchestra, Darkest Hour brings the classic RO multiplayer experience to the beaches of Normandy, Operation Market-Garden, the Battle of the Bulge and on into the Reich. Now you can play as American, British or Canadian troops, with a huge range of additional features including:
- More than 20 new infantry weapons, such as the ever-distinctive Garand,
- M1Carbine, .30cal, Bren, FG42, Thompson and the Enfield rifles
- American Bazooka, British PIAT and German Panzerschreck to go tank-hunting with
- New infantry features, including Airborne drops onto the battlefield, bullet suppression and supersonic cracks, plus a new radioman class for calling in artillery strikes
- Dozens of new uniforms for all nations
- Over a dozen new crewable vehicles including the King Tiger and JagdPanther for the Germans, countered with multiple types of Sherman in 75mm, 76mm and 17-pounder versions, plus the Cromwell, M10 Wolverine and Achilles
- New armor features, including engine damage and fires, crew hits and tracks visibly breaking when hit
- More transport Kubelwagen, Jeep and Opel truck [/i]
11 new maps, including:
- Juno Beach Canadians storming the beaches in classic D-Day action
- Carentan the US 101st Airborne assaults the town shortly after D-Day
- Brecourt 101st Airborne attempt to put a key German artillery battery out of commission behind the beaches
- Vieux vast sweeping armored combat as the British attempt to break out during Operation Goodwood in Normandy
- Ginkel Heath British paras drop into a hotly-contested LZ at the start of Operation Market-Garden
- Wacht-am-Rhein sweeping tank combat during the Battle of the Bulge, including the fearsome King Tiger
- Stoumont American infantry and armor try and hold back the SS PanzerGrenadiers in the streets of the Ardennes town
- Bois Jacques tenacious American defense against the combined German tank and infantry forces
- Foy and the Germans turn to defend against attacking American airborne troopers
So whether it is the Normandy campaign, jumping onto the dropzones around Arnhem or the bitter fighting in the Battle of the Bulge, new and old players alike will get a chance to see why RO remains a classic. Now with the opportunity to re-play those battles RO-style, courtesy of Darkest Hour: Europe 1944-45!
See you all on the battlefield!
Darkest Hour Website
Darkest Hour Trailer
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Just to let everyone know thats the RO:L Cup 2009 finished after the {Core} v [alc] final on the 2nd June. {Core} won the Cup 6-2.
Final standings:
{Core}
[alc]
bse
Thanks to all the clans who took part in a good tournament, and to some of our admins who spent the time making sure everything was running smoothly.
Hopefully we will be hosting more tournaments like this in the very near future.
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RO:Ladder caught up with James Lauer from the Iron Europe Dev Team for an interview.
First up, a little introduction about the Mod:
Iron Europe (IE for short) is a modification for Tripwire's next project, Red Orchestra: Heroes of Stalingrad. IE will focus on the Great War between the years 1914-1916, starting with the 1st Ypres and ending with the infamous battles of the Somme. IE will stay true to Red Orchestra's roots and provide realistic gameplay and features, between the opposing British and German forces.
Some pics:



ROL:
So, Iron Europe is a mod for TWI's new game (which we now know is Heroes of Stalingrad). It's based in World War I.
Over to you James for some more details on this Mod:
IE:
Iron Europe will focus on the Great war from 1914-1916,
starting with the 1st Ypres and ending with the infamous battles of the Somme.
IE will feature the British and Commonwealth forces pitted against the Germans.
Iron Europe will stay true to Red Orchestras roots and provide a realistic WWI experience,
something that hasn't been done before.
Read more
ROL:
Which guns and locations can we expect in the first release?
IE:
We don't want to give away all the locations that we'll include, but
as you've already read, 1st Ypres and The Somme are in.
Weapon wise, you can expect accurate weapons from the
time period, Gewehr 98s and SMLE Mk IIIs as the mainstay for the Germans
and British. Machine guns, both heavy and light, a host of different
types of grenades from your standard Mills bomb, to the improvised Jam Tin.
Along with some other, more notorious weapons.
ROL:
Is the combat mainly trench based, or can we expect some variation on the locations?
IE:
Being that we're covering the time period from
the Race to the Sea to 1916 we'll represent the combat as accurately
as possible for the different time periods.
Our 1914 maps will not have trenches as these did not become
widespread until the Winter of 1914/15. Small villages, enterable
buildings, and plenty of vegetation will be the norm for these Early War maps.
Our 1915-1916 maps will feature some trench assaults which will be
done in a histoircally accurate way. No this doesn't mean blowing whistles
and waltzing across No Man's Land. For these maps we picked locations where
assualts enjoyed success in capturing the enemies first lines of defense.
Hastily dug launching off points made in preparation for the battle which cut
the disatnce to the enemy trenches in half, plenty of shell holes/cover,and
specialized unit classes, along with other techniques will
actually make playing defender quite challenging.
ROL:
Can you give us some details on your Mod team (how many, what roles do they have)
IE:
Right now our team is pretty small. We have about four dedicated modelers, some of which
double as concept artists, texture artists, etc...We have a very talented sound guy on board
who produces some amazing weapon sounds, our lead researcher Gamburd, a lead mapper, and a web designer
at the moment.
Most of us are pretty new to modding, so it's a learning process for us all, but we're progressing along nicely.
ROL:
Can existing RO players expect similar game play, or are you trying to create something a bit different?
For example, cap zones, similar style maps etc
IE:
Right now our map plans are based around Vanilla RO game play, thats is cap zones similar maps etc...
like you mentioned. Of course we don't know what RO: HOS will bring to the table, so we'll have to follow along
closely.
ROL:
RO has had a few Mods released already but have suffered (in my opinion) from lack of interest and updates.
Do these things worry you and how do you plan to combat these issues?
IE:
This is the main reason that we decided to mod for Tripwires next game. After seeing great mods go unplayed
due to not enough RO players, I didn't want the same ting to happen to us. We gambled a bit on modding for a
then unannounced game, but so far it seems to be paying off. We hope that RO: HOS will attact and even bigger
fanbase, thus bringing in more players, and more talent to expand our team.
We've toyed with future ideas for the mod, time periods setting etc... But nothing final. I'm sure we'll still
expand our mod after the first release.
ROL:
Will there be scope for clan wars in this Mod, and if so, will it be similar to how the clan wars happen in RO?
IE:
Since gameplay will be similar to RO there's no reason why there shouldn't be clan wars. I think it really depends on the player
base though, I'm sure we'll get weekend players along with serious players.
ROL:
When can we expect the first release (be it a beta or full release) so we can start playing?
IE:
Ahhhh the age old question. Well, since it's for RO: HOS, that game will have to come out first
before we can release anything. We do hope to have something out soon after RO: HOS, but who knows at this point.
ROL:
Anything else you would like to add?
IE:
I know I speak for the team when I say we're proud to be working on something different. Realism shooters
like RO are pretty rare, and WWI games are even more rare, so we really are doing something Unique here.
I've heard plenty of naysayers that baulk at the idea, it can't be done, lol humanwaves etc... But really, the more I've read into World War One, the more I realize how much potential this subject has. The Great War really is one of the most misunderstood conflicts of our time.
Visit the Iron Europe website here
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