Siege: World War II - Season 6
Updated: Apr 4, 2019
Season 6 - 2/27/19
Battlefield Visual Overhauls:
Some Battlefields have been updated with enhanced visuals and increased destruction!
Welcome to Season 6! As with all season resets, the current leaderboard has been frozen and a new seasonal leaderboard begins.
All ops are locked again, and all unused Op points have been discarded (except Op points that were purchased). Op Points based on the Prestige Tier you achieved during the last season have been awarded.
Certain Ops have been cycled in and out, with new Ops replacing some old Ops (which may return in the future). Op rank requirements and rank rewards have been updated.
A brand new card has been added to the Legend Tier. Each of the cards currently available in Prestige Tiers have dropped down one Tier: Legend into Conqueror, Conqueror into Guardian, and Guardian into its designated unlock point in the lower Tiers.
All players in Prestige Tiers (Guardian III Tier and above) have been awarded a Prestige Box based on the highest Prestige Tier achieved during the season and their Victory Points have been reset to predefined amounts (as designated on the Tier screen).
Then the competition begins anew! Rise to the top of the leaderboards and unlock unreleased cards in the Prestige Tiers!
New Cards Added:
Added to Legend Tier:
Added to Legend Tier
Will unlock at Tier 2
A miniature armored tank equipped with dual machine guns, effective against enemy infantry.
Unlocks at Tier 2
Drops highly flammable White Phosphorus in a line toward enemy territory. Burns afflicted targets, causing panic when lethal.
Rank 1 OPS:
Rank Full Upgrade Reward: 1 Veteran Box!
RANK 2 OPS:
Call to Arms
Rank Full Upgrade Reward: 300 Gems!
RANK 3 OPS:
Rank Full Upgrade Reward: 10000 Gold!
Rank Full Upgrade Reward: 15 Universal Rare Cards!
Capture Points with added armor, such as that from Fortify, now protect stationed units from damage until the armor on the capture point is removed.
Weapon Range increased from 3 to 6
Previously, Flamethrower units could not defend capture points from most attackers because of their low firing range, making them less than ideal for point defense. Flamethrowers will now be able to hit more attackers while inside capture points.
Increased Range from 14.6 to 16
Movement Speed increased from 2.5 to 3
Tank Destroyers should now feel like a more effective Heroic counter card, as we’ve increased their weapon range to outclass all other tanks, and increased their movement speed so they can move in to counter more quickly.
Decreased HP from 6000 to 4200
Increased Damage from 75 to 120
Increased Building Damage from 48 to 60
Increased Vehicle Damage from 19 to 60
We didn’t feel Commandos were unbalanced, but we also didn’t feel that being able to take a hailstorm of tank shells and deal virtually no damage were lining up with their role as an infantry unit. We’ve tipped the scales between their damage and Health to better define the Commando as a demolition machine gunner.
No longer enters Capture Points
Due to their low range, Shotgunners were unable to defend Capture points from anything other than other Shotgunners. By removing their ability to enter capture points, Shotgunners will now better serve as a heavy rush troop.
Increased Radius from 3 to 3.25
We’ve increased Dive Bomb’s radius to provide for more frequent targeting opportunities.
Increased Infantry Damage from 330 to 405
Decreased Building Damage from 330 to 255
We felt the nature of the Strafing Run’s machine guns was too effective against all unit types and have tipped the scales so that it serves primarily as a back-line infantry counter.
Armor now prevents units inside a capture point from taking any damage
Base Armor added decreased from 50% to 30% and now increases by only 1% per card level.
Supply cost reduced from 3 to 2
Anti-Armor rounds now cost 2 supply so it is in line with the balance of Ammo-Box
Damage Increased from 500 to 1000
Land Mines were absurdly weak, unable to kill even a single rifleman upon detonation. We have doubled its damage.
Increased Air Strike calldown interval from 6 to 7 seconds.
Jeep Speed reduced from 6 to 5.5
Now takes 1 second to exit the Jeep
Radio Operators still felt a bit too powerful, especially with multiple out on the field, so we’ve increased the time in between their air strikes from 6 to 7 seconds. Also their Jeeps are now slower and they take longer to exit the vehicle, allowing for more counter opportunities.