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GHPC Update 20260814

Gunner, HEAT, PC! · Community Announcements · August 14, 2026

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GHPC Early Access has been updated to version 20260814. As always, you can get additional info on this and future updates by visiting our Discord server and YouTube channel. Links are on the GHPC website.

SPÄHPANZER LUCHS

West Germany's fleet has received a new member: the quick and well-armed "Luchs" armored scout car, available in its A1 and A2 variants. This unique vehicle combines a quiet engine and amphibious 8-wheeled mobility with the same MK 20 cannon used by the Marder IFV, allowing it to avoid extended confrontations while relaying enemy locations to the rest of the force.

Unlike an Infantry Fighting Vehicle, the Luchs is essentially just an armored car, so it doesn't have the firepower to take on anything more sturdy than an armored personnel carrier. It makes up for this by being ridiculously fast and agile, with a road speed of 90 km/h forward or backward, along with all-wheel steering. It's prudent to watch your speed when driving the Luchs in GHPC, as undulating terrain will quickly become a stability hazard once you pick up the pace! (Remember, you can use the numpad +/- keys to set cruise control.)

The two variants are primarily distinguished by their optics suites. The Luchs A1 is outfitted with the familiar pairing of IR searchlight and intensifier night vision sight. The Luchs A2, on the other hand, comes with a "WBG" thermal optic, putting its spotting abilities on par with the newest NATO vehicles in GHPC's setting. And thanks to the recent overhaul to AI vision systems, the difference in optics is also reflected in the spotting speed of the AI crew of each Luchs variant - especially at night.

As for the rest of the differences between Luchs A1 and A2, they are not the sort of changes that will affect the experience of actually using the vehicle in gameplay. However, in keeping with our tradition for portraying West Germany's fleet, we've chosen to give the latter variant its tri-tone woodland camouflage paint, as a nod to the fact that this paint scheme was coming into prominence in the mid-'80s. The Bundeswehr were early adopters of this camouflage, even before the arrival of the chemical-resistant CARC paint formula that has become (somewhat erroneously) associated with the color scheme in retrospect. If you've ever wondered why the West Germans in GHPC have this paint job while the Americans don't, now you know!

Trigger control will be important when using this vehicle: it does not carry extensive ammo reserves like the Marder does, and it lacks a coaxial machine gun. Once your AP and HE belts are gone, your only remaining option is to pop smoke and get out of there! The armament of the Luchs is best used as a way to ward off enemy troops and light armor just long enough to clear your path, rather than an offensive weapon.

You can try your hand at this delicate balance in the two new recon-focused missions included with this update.

HE DAMAGE OVERHAUL

As the majority of the development team continues to work on the remaining roadmap goals for GHPC, we occasionally find time to implement features from our internal "wish list" of improvements. Today's update brings one of those improvements: a complete overhaul of the high explosive (HE) damage system.

Previously, HE damage in GHPC consisted of exactly two mechanics: (1) direct simulation of ballistic fragments and (2) overpressure analysis against nearby destructible objects. However, there were notable shortcomings in this system:

We have addressed all of these issues by doing an extensive rework of how HE damage is assessed and portrayed in GHPC.

New damage mechanics

HE and HEAT rounds in GHPC now apply blast damage in three distinct ways:

The net result of these changes is that troops and vehicles are now far more susceptible to attacks by explosives. Troops in the open will be cut down by fragmentation from even moderately nearby HE-frag shell impacts. Artillery will shatter optics and break tracks if it hits too close to a tank. Very large explosives, such as the bombs carried by close air support (CAS), will have devastating effects that make them worthwhile.

New visualization

To solve the problem of figuring out whether explosives did anything to a target, we've updated the after-action review (AAR) mode with several changes intended to communicate HE blast effects:

With these changes in place, it should no longer be difficult to interpret how an entity was destroyed by explosives during a battle.

Fuzing changes

Due to the way the impact fuzes were set up, HE-frag rounds in GHPC previously had a habit of detonating on the surface of targets, even in cases where the armor was quite thin and the shell should have easily penetrated before detonating. Some rounds were set up for fuze delays, but even in these cases, the delays were often awkwardly timed and would result in serious overmatching, with the explosion happening well behind the target.

With this update, the behavior of HE-frag rounds has been unified. All "traditional" HE shells now have a short delay fuze, allowing them to defeat extremely weak armor before they detonate. (They will, of course, still detonate on the surface of the target if they fail to penetrate.) This change will make HE-frag rounds much more viable against APCs and trucks, which will alleviate some of the annoyance of running an HE-heavy ammo loadout in a mission with frequent vehicle targets.

But what about HESH rounds? They don't fuze and penetrate like traditional HE-frag rounds, so they are exempt from this change. However, there is good news for HESH enjoyers! During the HE overhaul, we discovered that the West Germans' 105mm HESH round was underperforming based on its explosive mass. As of this update, the warhead is now approximately 3x more effective against targets in the open.

CHANGE LOG

With all of that said, here's the full list of changes in GHPC 20260814.

NEW CONTENT

FEATURES AND ADJUSTMENTS

FIXES

Thanks for playing!

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