Cool units! I hope I can use them soon.
New Units in CoW 1.5

Attack Bomber & Rocket Artillery
Attention, generals!
Some of you may have wondered when Call of War 1.5 will be back again and what changes we will make to it. Well, you don’t have to wonder much longer!
Call of War 1.5 soon returns with new updates, new adjustments and brand new units!
Today we introduce to you some shiny new units that will be available in future Call of War 1.5 games - The Attack Bomber, the Rocket Artillery and the SP Rocket Artillery!
All three of these units were requested and suggested frequently by the community. And be assured that we have some huge fans of those units within the team as well! With Call of War 1.5 these units will close some important historical gaps in the game as well as currently existing gaps in the balancing.
Attack Bombers
Attack Bombers are close-air-support aircrafts like dive bombers, designed for precision bombings and ground offensive support. These new units work extremely well against heavy armored enemy forces but are rather weak when fighting unarmored units.
The attack bomber is slightly faster than a Tactical Bomber and has hit points and range similar to an Interceptor. It doesn’t match the speed of an Interceptor though.
- Available at day 2
- Other bombers will be available at day 2 as well in CoW 1.5
- 5 research levels
- Requirement: Aircraft Factory
Rocket Artillery
Rocket Artilleries are artillery units capable of firing rockets instead of artillery shells. The Rocket Artillery was designed to quickly cover large areas with high impacts on the ground. This unarmored unit is highly effective against unarmored enemy units, while being less effective against heavy armored units.
The Rocket Artillery has the same range as the regular Artillery as well as similar hit points and speed.
- Available at day 2
- 3 research levels
- Requirement: Secret Lab
Self-Propelled (SP) Rocket Artillery
SP Rocket Artilleries are an advanced version of the Rocket Artillery and are designed to quickly cover wide areas on the battleground. They are most effective when fighting unarmored units.
The SP Rocket Artillery matches speed, range and hit points of SP Artillery units.
- Available on day 6
- 2 research levels
- Requirement: Secret Lab
Attack Bombers, Rocket Artillery and SP Rocket Artillery are vital additions to any general’s portfolio. Use them to defend your country or to bring the benefits of your rule to the rest of the world!
We will share much more information on the latest iteration of Call of War 1.5 and what you can expect in frequent news updates on our website.
Your Bytro Team
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115 Replies
I am happy that stuka dive got his role seen here
Artillery is not what like you see in movies, the same goes for rockets. The first time I saw artillery bombardment I was pretty disappointed at what it does: A big puff of smoke, some shrapnel here and there. I found the insurgents maimed and mangled but most were not dead. It does absolutely very little against a human body( unless you are unlucky enough to be luckily standing near the place where the shell landed). Now imagine how little damage would be done in those days.lord tyr wrote:
The idea sounds nice, but nerfing artillery to be weak against unarmored units doesn’t make any sense.
BarkingHand wrote:
Just want to chime in here... I'm all for new units, especially historically accurate ones, but why the need to nerf existing units?
To create design space. Eg the current tactical bomber was strong vs both infantry and armor. If you create a new bomber that is even stronger against armor, either it becomes a super weapon vs armor and armor units lose a lot of their value, or it is only marginally better vs armor in which case no point using them.
But if you
weaken the tactical bomber vs armor and create a new dive bomber that is
good vs armor, then you have "space" for both units.
Two reasons :Little Racoon wrote:
I don't know much about artillery, but wouldn't it make more sense for rocket arti to hit armored units better?
- The shell size & weight was typically smaller for a rocket. Of course, there were exceptions and Germany used heavy rockets, but that'q a general trend. On an armored target, it is more efficient to use one ammo with 4 time the explosive than 4 ammo with 1/4 of the explosive.
- The accuracy. It is really hard to destroy a tank without a direct hit or, for the heaviest shells, a close miss. Rockets are extremely inaccurate, but they really cover an area in explosion before the infantry can take cover. Artillery, though there were methods developped in WW2 so shells shot at different times would "arrive" at the same time, did not have this capacity to saturate an area in a few seconds, but the could be redirected to the target by observers - which rocket artillery could not.
No one... those new units are useless if you consider how short we were on resources and how hard is to catch up with tecnology upgrades. So adding more units and nerfing our actual tac is usefull for them to make the game appear new but bad for a skilled player which will need to spend more time and more resources in something that may be uselfull vs something specific and bad in anything else... because infranty AA will still do same dmg vs any type of air unit meanwhile we will need a specific air unit to nuke AA infranty and another specific air unit to nuke the shit out of AA armored. So in the end its another nerf for air units which will take more time to upgrade more time to build and they will be less effective overall against AA ( armored or infranty would make no difference).WascallywabbitCDN wrote:
Who gets to break the news to the "useless" units that they are now useless?C88 wrote:
for those who complain about cow 1.5 being boring then i advice to lower the build time of units so we can battle since day 1 easly... just like the first test of cow 1.5 was interessing because we could build units fast even if they became useless on day 2 or 4... still its worth it
A fair upgrade would be make different types of air units class like is in the AA case ( which exits AA armored and aa infranty ) but i believe this will mess with codes and with many ppl which are clueless about game mechanincs.
Yeah, that’s what I thought...Little Racoon wrote:
I don't know much about artillery, but wouldn't it make more sense for rocket arti to hit armored units better?
FORUM GANG Second Lieutenant
CALL OF WAR TECHNICIAN THIRD GRADE
Artillery is not what like you see in movies, the same goes for rockets. The first time I saw artillery bombardment I was pretty disappointed at what it does: A big puff of smoke, some shrapnel here and there. I found the insurgents maimed and mangled but most were not dead. It does absolutely very little against a human body( unless you are unlucky enough to be luckily standing near the place where the shell landed). Now imagine how little damage would be done in those days.Killer8282 wrote:
Yeah, that’s what I thought...Little Racoon wrote:
I don't know much about artillery, but wouldn't it make more sense for rocket arti to hit armored units better?
a) if you want fight 100% active enemy at least in your stats, you must attack on day1, because you never know wenn and who leave the round.revengegirl wrote:
Me personally i don't like being at war on day 1 it just feels too soon like i have no time to think out my plan so i'm ok with a small delay like if it was day 3 or day 4. I honestly don't understand why some players want to declare war on the first day of the game because that normally backfires which is not a good idea if you want to win. If you want to win whether it's a solo win or a coalition win in the meantime build more troops, stack your units together and upgrade the buildings then plan who you will be at war against. That's how i see it when i try to win in my games.
b) Capitalhunting is must do, if you go for economic superpower. As soon as possible.
Do whatever you want in this 1.5, but keep the 1.0 version for the people who like the strategy.
well what i think is that when you attack on like day 1, yes my units are less developed but my enemies' units are also less developed. This is advantage for me cos i just dont know how some players can out research me so much like everytime i play a game i make sure i conquer enough provinces producing rare goods so i can research n i always make sure i keep researching and dont stop but when i meet my opponent he has like lvl 5 light tanks as opposed to my lvl 2 LT so obv i retreat. And js a side question is it possible for units to heal?revengegirl wrote:
Me personally i don't like being at war on day 1 it just feels too soon like i have no time to think out my plan so i'm ok with a small delay like if it was day 3 or day 4. I honestly don't understand why some players want to declare war on the first day of the game because that normally backfires which is not a good idea if you want to win. If you want to win whether it's a solo win or a coalition win in the meantime build more troops, stack your units together and upgrade the buildings then plan who you will be at war against. That's how i see it when i try to win in my games.
wait is tank destroyer that badGeneralAumSum wrote:
Also, I wonder how good will these be (hopefully not as bad as the tank destroyer which is even worse than militia!!!!!)
if lvl 5 light tank make you retreat then u really need to learn the game xDvyliance wrote:
well what i think is that when you attack on like day 1, yes my units are less developed but my enemies' units are also less developed. This is advantage for me cos i just dont know how some players can out research me so much like everytime i play a game i make sure i conquer enough provinces producing rare goods so i can research n i always make sure i keep researching and dont stop but when i meet my opponent he has like lvl 5 light tanks as opposed to my lvl 2 LT so obv i retreat. And js a side question is it possible for units to heal?revengegirl wrote:
Me personally i don't like being at war on day 1 it just feels too soon like i have no time to think out my plan so i'm ok with a small delay like if it was day 3 or day 4. I honestly don't understand why some players want to declare war on the first day of the game because that normally backfires which is not a good idea if you want to win. If you want to win whether it's a solo win or a coalition win in the meantime build more troops, stack your units together and upgrade the buildings then plan who you will be at war against. That's how i see it when i try to win in my games.
HAHAHHSomanta wrote:
Do whatever you want in this 1.5, but keep the 1.0 version for the people who like the strategy.

well im not vry experienced yet only lvl 46 n only 4 coalition victories n 0 solo victories perhaps we could join a game tgt as allies?C88 wrote:
if lvl 5 light tank make you retreat then u really need to learn the game xDvyliance wrote:
well what i think is that when you attack on like day 1, yes my units are less developed but my enemies' units are also less developed. This is advantage for me cos i just dont know how some players can out research me so much like everytime i play a game i make sure i conquer enough provinces producing rare goods so i can research n i always make sure i keep researching and dont stop but when i meet my opponent he has like lvl 5 light tanks as opposed to my lvl 2 LT so obv i retreat. And js a side question is it possible for units to heal?revengegirl wrote:
Me personally i don't like being at war on day 1 it just feels too soon like i have no time to think out my plan so i'm ok with a small delay like if it was day 3 or day 4. I honestly don't understand why some players want to declare war on the first day of the game because that normally backfires which is not a good idea if you want to win. If you want to win whether it's a solo win or a coalition win in the meantime build more troops, stack your units together and upgrade the buildings then plan who you will be at war against. That's how i see it when i try to win in my games.
im lvl 104 34 solo victory and 24 coalition with 3.77 k/d and what i mean is that a light tank is almost useless unit u can easly kill it with cheap anti tanks or tacticals... you have to focus on few units that you want as high as possibile and forget about others ( at least at the begining )... i usualy raise to max lvl artillery infranty and armored , interceptors , tacticals, missiles, anti air infranty and armored. i litteraly won any map without use a single tank.
I believe that ranged units can get really annoying now and i don't know about rockets in WWII but I think that it is pretty cool and i can't wait to find out what strategy there is here
Rockets sucked. Their frame was really poor quality and half of them would never reach their target. Rocket artillery was good but it came with its own problems. No one really had any experience in them and they were not used much often unlike what your history buff tells you AND reloading sucked! They were more like firecrackers at the best.
Ha, lol
So instead of really introducting new units, as you call it, you just took away some effectiveness from pre-existing units like the tac bomber and arti and made that into new units. Basically you have now 4 units doing the job of 2.
That's not innovation.
More than half of all casualties of WW2 are attributed to artillery.blue44elephant wrote:
Artillery is not what like you see in movies, the same goes for rockets. The first time I saw artillery bombardment I was pretty disappointed at what it does: A big puff of smoke, some shrapnel here and there. I found the insurgents maimed and mangled but most were not dead. It does absolutely very little against a human body( unless you are unlucky enough to be luckily standing near the place where the shell landed). Now imagine how little damage would be done in those days.lord tyr wrote:
The idea sounds nice, but nerfing artillery to be weak against unarmored units doesn’t make any sense.
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