The American resistance is outflanked, they are the most obvious target for both Japanese and German occupation forces, in fact i doubt Japanese and German forces will start fighting each other until the resistance is functionally defeated. In future rounds is it possible to increase starting troops and buildings for the resistance to counter the attack from 2 sides?
Dawn of the Patriot

Attention Generals!
We added a completely new event to our calendar in which you rewrite
history by either saving or conquering the American heartland - Dawn of
the Patriot!
In this exciting scenario the Axis won the war and established colonial
empires in North America. While Japan exploits the west the Germans
claimed the eastern shores of the former Land of the Free. But
resistance is growing in the heartland of the fallen states and patriots
are reclaiming the heritage of the Founding Fathers.
Liberate the United States from foreign occupation or defeat the
uprising patriots in the center of the North American continent in this
alternative history scenario!
- Sign-up period: 2019/05/17, 11 AM CEST - 2019/05/21, 11 AM CEST
- 3 Teams with 10 players each
- starts-when-full
- free team selection
- random country selection
- 24h peace period
During the sign-up period the event maps can be found at the top of the games list. Join these event maps to participate.
"Dawn of the Patriot" is a great event for the brand new paratrooper unit!
Learn more about its capabilities in Sky Badger's Paratrooper Review
video and how you can use this iconic unit for your fight over the Land
of the Free!
We wish you good luck and much fun!
Your Bytro Team
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38 Replies
I think this would be a decent idea, but give America lots of infantry and japan and germany more armor to make it realistic, like all the American are really fighting back against an organized invasion. I applaud the way you guys designed the map, but what's New Wakigami?AK140 wrote:
The American resistance is outflanked, they are the most obvious target for both Japanese and German occupation forces, in fact i doubt Japanese and German forces will start fighting each other until the resistance is functionally defeated. In future rounds is it possible to increase starting troops and buildings for the resistance to counter the attack from 2 sides?

I also think the 4 day inactivity period is stupid 3/4 of my team is inactive no troop movements after 1 day
I'm a little annoyed, I wanted to play as Japanese Arctic and I joined a new game, but because of the random selection. I ended up with Ryu frontier three times in a row and had to archive it. What should I do? I hate going inactive but I wouldn't like to play as the crummiest Japanese country!
Believe me, the players on your team are annoyed as wel that you archived. Read the game specifications before you join, this is a good help. It's random country selection and just leaving a game because you think you might lose is not the attitude other players want to see. "Finish what you started, you never know what might happen if you don't". That's what my mom always told me and she's a wise women.
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Yeah, I guess I should've thought it through a bit more. One way to make it fun is getting all your alliance members on one team, I'm doing that right now as German Occupied! 
Yeah we joined a patriot game with our alliance but not everyone could join in time and now we have to play together with unknown players who might turn inactive.
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I'm lucky I got my alliance in (we all live in same country so coordination was easier), and then we had two more people in addition to out around five in our team that were active, so we're set apart from America's intitial makor pushes into our inactive allies!
I enjoy the fact that the American Resistance has to fight on two fronts, BUT... I find it strange that a couple German and Japanese factions start with soooooo many IC's. The Appalachians started with 11 Industrial Complexes. ELEVEN. Yes, some of those are in non-resource provinces, but still, ELEVEN units able to be produced from day 1 is a bit ridiculous.
P.S. No, he didn't build them - they were pre-built.
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Yeah got those seven as Flussmark, it was pretty good...Eminem2891 wrote:
I enjoy the fact that the American Resistance has to fight on two fronts, BUT... I find it strange that a couple German and Japanese factions start with soooooo many IC's. The Appalachians started with 11 Industrial Complexes. ELEVEN. Yes, some of those are in non-resource provinces, but still, ELEVEN units able to be produced from day 1 is a bit ridiculous.P.S. No, he didn't build them - they were pre-built.
I play one right now, randomly i got some German province on North, facing Canadian resistance. I have 5 IC and some army. I do not like team games, but this time my teammates are still active, not much but active... First I noticed is that resistant countries are in middle so they have less chance to do something from that game. Do they have more army or what, because if they do not they are doomed .
I started with 25 units as an American Patriot. We joined the blue team with 4 regulators and so far so good.
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I joined one as the American Resistance with 3 other player from Regulators, we need 300 VP to win so will probably over in a day or two. I enjoyed the map very much and enjoyed fighting the two fronts. I really liked how we started with high research so we could get good troops from day one, I will compare this to the 50vs50 event and thought it was a great addition.
However, my biggest or only real criticism of this game was just how many players went inactive from day 1. We had 3 players in our coalition, 2 from the Japanese team and I think 2 from the German team. I think this is a large issue as especially for the resistance team they are already fighting 1v2 so losing extra players is quite an issue. For us it wasn't too bad but for teams with more even levels of skill I think it would make the Resistance team very difficult. I am not completely sure how to fix this issue apart from limiting the number of these games players can join in the hopes they don't join lots of these games to get a better nation and team of players. This also has the issue of planes not being able to be used if those players don't build ABs and then if the AI doesn't so I think all cities should start with a lvl 1 AB.
I think an interesting way for this map to be played more would be for the ability for alliances to get games to verse other alliances in 10v10v10s, or just 10v10 or other combinations. Perhaps this could be done by having the leaders of an alliance be able to create one of these custom games? Or apply for one and gain permission to? As players are from all over the world and with different timezones and the speed of which these games are filled up I dont currently think it is really possible to get a whole alliance into the game and doing this with 2-3 alliances would be pretty much impossible. I say this from experience as we were hoping to get more than just the 4 players into our game.
Overall I enjoyed this map a lot and with these issues addressed I think it would become an even better map!
This is last team event I entered with random teammates. It is day 7 and most of them did not do anything, two are inactive and rest, well I do not know what are they doing. Communication is zero.
This is a extra motivation for you to join an alliance. This way you can enter with team mates and you don't have to rely on random players. You will be less frustrated and have more fun gaming.patriota75 wrote:
This is last team event I entered with random teammates. It is day 7 and most of them did not do anything, two are inactive and rest, well I do not know what are they doing. Communication is zero.
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the map needs to be smaller. I am playing as Tanimora Coast and all my factories are in the West while my Front-lines are in the East. it is extremely long meaning that my troops have to travel huge distances to get to a target. even with tanks, it takes at least 12 hours, but regularly takes a full day. I ask for the map to be smaller to allow faster movement of troops.
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While this is true I think this happens in all games doesn't it? For example, if I play a nation in Africa on the 100 map, when I go to attack Asia my troops will have to travel huge distances. I believe this is just an aspect of the games pace as lots of the time just on your starting provinces in a map it can take 12 hours to get from one end to another. While it yes does take a while to get from cores to the front. The only way I see to make it shorter would be for a tiny map, given this map has 30 players in it. Additionally, this is what given the defenders an advantage which I think is somewhat realistic, as your front lines become larger and further away from your industrial areas, it becomes harder to get troops to the front. I don't think its disproportionately too large. But this is just my opinion.attacker101 wrote:
the map needs to be smaller. I am playing as Tanimora Coast and all my factories are in the West while my Front-lines are in the East. it is extremely long meaning that my troops have to travel huge distances to get to a target. even with tanks, it takes at least 12 hours, but regularly takes a full day. I ask for the map to be smaller to allow faster movement of troops.
Imagine you are playing with the resistance and you finished off the Germans in the East, then you need to move your army all the way West to fight of the Japanese. If your IC would be closer to the front then the resistance wouldn't stand a chance. They are already squised in between two powers and now you want to be able to attack them even faster? You being far from the frontline is the only advantage the resistance have as they are close to the frontline. This makes the game more or less balanced. If your IC would be closer then the resistance doesn't stand a chance at all.attacker101 wrote:
the map needs to be smaller. I am playing as Tanimora Coast and all my factories are in the West while my Front-lines are in the East. it is extremely long meaning that my troops have to travel huge distances to get to a target. even with tanks, it takes at least 12 hours, but regularly takes a full day. I ask for the map to be smaller to allow faster movement of troops.
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For your information: I'm about to finish on day 8 with the American resistance. We entered the game with 4 Regulators: Mod Torpedo, SMod Eminem, ex Mod Crazy Pigeon eyes and me. The four of us might be a bit more skilled then the average player and we work well as a team but it is the proof that a team of 10 players that communicate in their chat and work together can win this map.
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To be fair, it is not "a bit more skilled" but "far and away more skilled". But this is not the only point.BMfox wrote:
For your information: I'm about to finish on day 8 with the American resistance. We entered the game with 4 Regulators: Mod Torpedo, SMod Eminem, ex Mod Crazy Pigeon eyes and me. The four of us might be a bit more skilled then the average player and we work well as a team but it is the proof that a team of 10 players that communicate in their chat and work together can win this map.
From what is posted here, it seems that the norm is to have a maximum of 2 active players per team. Having 4 skilled and active players that work as a team from Day 1 is immeasurably advantageous. So much, that one could even claim that it is unfair to non-alliance players who entered the map in order to play with random partners.
If alliances are to enter as a group in the game, it might be better to show (for example, in the Join screen) that the team map you are about to enter will see you facing a "block" of some alliance. Then you can decide to enter only if you can guarantee that you have members of your alliance in the team, or other players with whom you have agreed to play together.
I agree that this (as also the other team maps) are better to be played by alliances. If so, then perhaps some advance notification would be helpful.
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