Yes, this is awesome, I remember my first post about a year ago I said I wanted Paratroopers and I got it. Yeet
Paratroopers are coming!

Dear Generals,
We are excited to make a special announcement today: Paratroopers are finally coming to Call of War! Many of you asked for it for a long time, and we were listening.
Paratroopers could change the way Call of War is played in a major way, so they have to be implemented with care. We value the opinions and concerns of our players and don’t want to rush this. That’s why Paratroopers will be tested by our Frontline Pioneers in Beta games for several weeks. This gives us the opportunity to collect feedback and make necessary balancing adjustments, to make sure that they are neither too powerful nor too useless.
If you are one of the randomly selected Frontline Pioneers you can test Paratroopers in all Beta games right now! We will create additional Beta rounds, including speed rounds, for faster testing. You can send us your feedback in the Frontline Pioneer forum section or via submitting a support ticket from your Beta game. We will also create a feedback form that we will share in the Beta game notifications.
Final balancing values will be shared with the next release news, as they are subject to change during the Beta test. But we still want to give you a glimpse of how Paratroopers will work in the game, as the functionality is set:
- Can only be built in the Capital.
- Has high cost and high build requirements.
- Is initially an airplane that can start from any airport.
- Paratrooper airplane has low hitpoints and comparatively small range.
- Can attack land targets: Airplane is replaced with a Paratrooper Infantry on the target location.
- Paratrooper Infantry has a long cooldown period before it can start moving.
- Paratrooper Infantry has slightly better stats than Infantry but moves slower.
- Paratrooper Infantry can not be converted to an airplane again.
With this design we hope to enable new strategies, like invading islands off the coast or special operations behind enemy lines, while still making it a risky and costly choice with enough possibilities for the defender to protect themselves.
When Paratroopers are released in the near future, we will make them available only in new game rounds that are created after the release. This is to make sure that we don’t interfere with your ongoing war efforts and strategies.
We hope that you are as excited as we are about the future addition of this unit and look forward to its release in the upcoming weeks!
Your Bytro team
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44 Replies

..... >> more or less cleverly camouflaged as a real game <<
.... .. so beware of caltrops, spring-guns and booby traps.
Warning! Texts above this signature may contain traces of irony! :D
In my opinion you should make maps with them and without them so people can choose what kind of map they prefer to play.
- I can’t wait for them and I think they should be able to upgrade for a larger range
I think I would just tie this in with strategic bombers..Soviet-boi wrote:
- I can’t wait for them and I think they should be able to upgrade for a larger range
I've been testing them, and they look fun. Haven't had them used on me yet.
Finally!
Info for all no Beta-Tester:
The Paras can only attack on enemy ground. You can't land on a free road, you need to take the center of the province or a direct attack to a enemy unit. It's more like using a Rocket, fire and forget - the long cooling time makes them very hard to use...
... but we are at the beginning of the test phase!

Here a screenshot from the US version of the paras over Sweden. ![]()
I read this as they must target an enemy city directly, or an enemy unit anywhere. Correct?
yes
Don't understand why they're not allowed to land on a empty spot anywhere on the road. Would that have been more difficult to implement??
Otherwise I propose they should be able to do so. That's how they operated in real life - land on an unguarded spot in empty territory to have a safe landing, then move by foot to their target.
Of course if you gave them this ability, the other restrictions must be very strong to keep them balanced.
I imagine production costs to be much higher than for regular infantry. Training time also longer. And I don't see why they should have better combat values than regular infantry.
Ah I see, it looks like the wooden gliders they used in the second world war to silently glide into enemy territory. The wooden gliders would disintegrate upon impact.
So how long is the cooldown exactly?
Useless.
I don't think these are the requirements which I was looking for as far as using paras. just my opinion.
Complain they're not here...complain when they get here.
They're not supposed to be a 'drop and win' unit.
Im too lazy to make a full rant, but The problem is simple, it takes so much to make them only for them to be little better than regular infantry. I didnt want them in anyway, because i hate wasting time producing anti air.
in terms of combat power i hope the major limitation of paras lacking heavy weapons is recognised: yes the inf value should be elite but their AA and AT values should be militia level to reflect their lack of heavy weapons. the times that paras failed in their operation - arnhem and dneiper bend - was when the para unforunately and unexpected came into contact with armored forces.
Thinking about the main use of paras in WW2 opens up the issue of a very significant terrane feature currently missing off the maps - major rivers. Use of paras by germans at Corinth Canal in 41, the soviets at dneiper bend in 43 and british at arnhem in 44 were all dropped to secure passage over significant river/canal features that can impede armored forces in particular!
how about adding major rivers along provinces boundaries and make it like attking into a city penalty to move across that boundary and attk the enemy in the opposing province? dropping paras onto the other side means the crossing units would then become reinforcments and not suffer the penalty to recreate one of the main uses of paras? would not need heaps of rivers - just the really big ones. like lower rhine, lower danube, dneiper, don and volga as the main ones in europe? these would actually help players align defences and foritifications along such natural boundaries which is what historically happened.
My guess is that they use the same exact targeting rules as atomic bombers.Hans A. Pils wrote:
Don't understand why they're not allowed to land on a empty spot anywhere on the road. Would that have been more difficult to implement??
So yes, writing different targeting rules specific for this unit would be a lot more work.
VorlonFCW
Retired from Bytro staff as of November 30, 2020.
>>> Click Here to submit a bug report or support ticket <<<
Finally the paratroopers are here ![]()
Real Level
I honestly think that implementing a unit in Call of War that is to OP and make someone a winner every time is almost impossible. I used to think that airplanes had a certain OP status in CoW, but I must say that their HP reduction from 25 to 20 and their increased oil use clipped their OP status. It by no means makes airplanes useless, it is now however simply more rewarding NOT to make nothing else but aircraft. Airplanes themselves and their requirements are to expensive to build in masses and maintenance is to high to keep them in masses. Their stat changes made for a really good change in the meta of the game.
A unit like a paratrooper that has a unique mechanic would be the same. If its mechanics and stats are balanced into the game correctly it can be a lot of fun.
I think CoW is as balanced as it has ever been. I rarely ever see anyone pull of a successful LT rush anymore because something like the TD puts a certain stop to this strategy. Most players I encounter now a days have mixed units, even most of the rookies.
Some might say that ranged units are somewhat OP since they can deal damage without being hit but I highly disagree. Ranged weaponry may have a tactical advantage, but they need heavy economical support. Artillery costs a lot of manpower that is probably better spent on troops that cost less in the early game. Building 16 arty means you did not build 25 ligtht tanks for that amount of manpower. Also their power output is underwhelming on early levels and they need protection from tank rushes and aircraft. Railroad guns then? Same as artillery, very low power output for spending 1500 manpower. On top of this they become the center of the army. Their slow speed means they need support and thus that you need a lot of support troops to maintain both your RRG and your front line. Like artillery, the RRG is a big investment in manpower and support. Then the SP artillery? Low manpower cost, check, but it costs oil both initially and in upkeep as well as quite some metal. AND their SBDE total is only 6. Meaning that if you want to have an effective army, you also need a lot of support yet again. Perhaps you can counter the support issue by keeping all your ranged units in only 1 place, but that means you are easily outflanked. I think ranged weapons in CoW are the peak of balancing between economy, tactics, game mechanics and strategy. It makes the game truly wonderful for a strategy lover like myself.
My point in all is this, a unit can be tactically good. Great even. But its relation to economy/cost, needed support and possibility of counters can still make a unit balanced. I think ranged weaponry in CoW is a great example of this.
I am positive that paratroopers will end up being the exact same after some testing and tweaking.
Good luck and have fun beta testers!
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