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Comprehensive Suggestion List

Hello everyone, and welcome to the Call of War unofficial Comprehensive Suggestion List.

The goal of this thread is to list everything that has been suggested on the forums, and categorize them based on what players want. For now, there will be a simple 3 category system, but in the future I may rank some items depending on how important they are, or the frequency of discussion.

Items in the "Positives" section have a general support from most players, and some are very likely to be added in the future. Items in the "Negatives" section have been discussed and have been found to be a feature that should not be added to Call of War. Items in the "Undecided" category have mixed reviews and probably need more discussion to determine whether the majority of players want them or not. So, without further ado...

List of Suggestions for Call of War:

Positive Reviews:

  • Aircraft no longer defending against ground troops when not moving on an airfield
  • Disbanding Units
  • Marines
  • Paratrooper (sorry Bill)
  • Trading technology
  • Larger amount of men per infantry unit
  • Pacific Map
  • Faroe islands
  • Tank Destroyers
  • Coastal Guns
  • Naval Bomber Buff
  • Railroad gun buff
  • Cancel all orders button
  • Radio operators
  • Breaking down buildings
  • Commando rebalance w/ stealth
  • Minelayers + sweeper ships
  • Cruiser variants
  • Corvettes/Patrol Boats
  • Escort ships
  • World Map
  • Kiel Canal
  • Group Conversations
  • Intelligence Station building
  • Ocean Zones (to incentivize island hopping)
  • Other Maps (America, Middle East, Asia, etc.)
  • Group Chat for nations
  • Healing buildings
  • Healing troops
  • Farms/food rebalancing
  • SAM (mix of bomber and fighter)
  • Dynamic view range in different terrain
  • Sort TRADE LIST provinces in alphabetical order
Negative Reviews:

  • Resource Sliders (like S1914)
  • Buffing Infantry
  • Less resource intake from building things (food, manpower, etc.)
  • Tanks/mech inf only using oil when moving
  • More specific types of bombers (subject to change)
  • Multiple ports
  • Old graphics
  • Police
  • Recruiting office
  • Non-core production penalty removal
  • Minimap
  • Super Weapons
  • play as small AI countries
  • Retreating
  • Renaming Provinces
Undecided:

  • Province detail page
  • Kicking active players for RP
  • Prize Wheel (like S1914)
  • Capturing planes
  • Music
  • Wonder Weapons
  • Supply line logistics
  • Different Monetization features
  • Tank destroying aircraft
  • Faster railroads
  • Bunkers
  • Limit on Nukes/Reactors
  • Naming Regiments
  • Province View
  • Weather
  • Encirclement debuffing troops/province
  • Medals for First/Second/Third
  • Choosing where to place airfields within provinces
  • Rivers
  • Gold-free games
  • Gold limits
  • Radar
  • Deconstruction

I'm sure there's plenty of things that I've missed here, so feel free to include any suggestions I may have missed.

689 Replies

salbalkus wrote:

play as small AI countries
I would actually like this, but I know I don't make the decisions.

Butter Ball Bill wrote:

Just set up your own here. We do it in the Players League, why can't you?
You mean like on the honor system?

(I'm sorry; I've searched but found no reference to this 'players league' on the forum)

Disable Barracks and Lurk More!

FilipALFA wrote:

*nervously whipping his sweat from his head, hopes that BBB won't see this*

Well we will have paratroopers and special airships to carry them. And well there isn't many things we could put into the air units. It is planes and planes only. Allthough we Transportes which would transport a maximum amount of 3 units (apart from the ships) of any type . And we could have support planes which could drop support in food,clothes ect, for the units to boost their morale.

Ummm. we could add blimps. They were used extensively in the war though mostly for scouting and coastal watch patrols (There is a massive blimp hangar about 100 miles from here that housed about 6 massive blimps that guarded the coastline of the Pacific Northwest from naval ships.

Also, a Japanese scout blimp was the only Japanese unit to ever make it to the United States mainland (it drifted way off course from the north Pacific and eventually crash landed in Idaho, I think).

It seemed like such a waste to destroy an entire battle station just to eliminate one man. But Charlie knew that it was the only way to ensure the absolute and total destruction of Quasi-duck, once and for all.
The saying, "beating them into submission until payday", is just golden...pun intended.
R.I.P. Snickers <3

mallahanjr wrote:

For game-play and fun, I think that there should be 2 units added: Paratroopers and Marines.

With a paratrooper you would have to add an additional button "Air Drop". It would have a range like a bomber, en route to target it would have an Icon like American C-46 or C-47, United Kingdom Avro Anson, German FW 200 or JU 52, Italian P-108. While en-route, AA would not stop its travel, but attacks would be resolved for AA in any territory leading up to the target city. Upon landing the icon would convert back to its Paratrooper icon (similar to how convoy mechanics are handled.) The unit would be on par with Level 3 infantry (cost/strength). The addition of this unit would make the Militia unit more useful, in the sense that you wouldn't want to leave any territory empty.

With the Marine unit, it would have a shorter disembark time (30 mins) and higher attack and defense than regular infantry. Level 1 Marine would be 3 attack, 4 defending where Level 1 Infantry is 2/3 respectively. While the Marine unit is en-route to target, its Icon would be something like a Higgins boat (LCVP) to differentiate from a regular convoy. The addition of this unit would allow the ability to establish beachheads into enemy territory.

Research would be Like Commandos for both units, starting Day 8, but would have level 2 at day 16 (and Infantry level 4) and level 3 at day 20 (and Infantry level 6).

There would have to be an additional building "Elite Barracks" where only these two units could be produced, and not tied to the Capitol only. Level 2 and 3 would increase the speed of these special units being built.

As an off-shoot, "Landing Craft" could be added to naval research and units, Level 1 to carry Marines, Level 2 could carry 2 infantry or 1 motorized infantry, level 3 could carry 4 infantry or 2 motorized infantry, or 1 light tank.

After all that....I need to point out that Paratroopers were never very strong.

Think about it. You send a poor slob with a heavy pack on his back filled mostly with a dropshoot, and carrying a machine gun. Though he's probably not going to be hit by a flak gun on the way down, his plane is before he even gets to the drop zone. He has no support other than fellow troops landing near him. They are scattered -- often completely lost (though the massive paradrops of D-Day did serve to confuse the Germans behind their coastal lines, the paratroopers were scattered terribly in the dark and did not do very much to actually fight the Germans) -- and their cohesiveness suffers because of this.

No, a paratrooper is dropped with only a minimum amount of stuff (too much weight and he's going to land a tad too hard). It's mostly a strategic advantage, not a direct combat advantage. So, they should not be stronger than infantry of an equivalent level. Frankly, I wouldn't even add them as a separate unit.

Instead, how about this be considered: any regular infantry can perform paradrops (as a new button) when and only when they are in a province that has a tactical bomber at an airfield. Then, if the bomber is not active, you can click on the infantry to "Load" onto the bomber(s). Then the bomber(s) will no longer be able to attack a unit, but has a [now visible] "Paradrop" button which allows it to fly to a target of your choosing (yes, any province or enemy unit within the normal range of the bomber...that would make Militia MUCH more useful).

At the target, the bomber (and therefore the infantry) will be subject to AA's and, in the same amount of time for the bomber to make a bombing run, the infantry is 'dropped' and the bomber returns home. Until the infantry is dropped, it's fate depends on the bomber's survival. Also, since paratroopers are vulnerable while slowly descending, there should be a small window of time where the unit is "landing" and if there are enemy infantry types or patroling fighters nearby, they should contribute to a D.O.A. calculation (which is increased by numbers of enemy troops and dev-level/mobile-mech-types/aircraft strength). So dropped infantry may land either as strong as they were when they left the airport or wounded [more so] or even D.O.A. (eliminated from the game).

This is as realistic as one could get for paratroopers. They really shouldn't be a separate unit since many regular infantry trained for paradrops even though they never were paradropped). And this would be easy enough to deploy in the game without making it too complex either for the user or for the programmers (the units are piggybacking with Bombers, after all).

It seemed like such a waste to destroy an entire battle station just to eliminate one man. But Charlie knew that it was the only way to ensure the absolute and total destruction of Quasi-duck, once and for all.
The saying, "beating them into submission until payday", is just golden...pun intended.
R.I.P. Snickers <3

oceanhawk wrote:

Butter Ball Bill wrote:

The paratroopers are going to be as effective in this game as they were at the Bulge.
Bulge?The time when, Bastonge was surrounded, by German Armoured Divisions, no supplies, no ammo, no food,

o yea and lots of snow, no heat, frezzen cold, and yet they still managed to hold on, no body ever said that they needed to be rescued by Patton.

You get in a fight with a infantry men, and a para..

whose side do you wanna be on?

how could you even doubt the effectivness of paratroops?

look at Normandy? the enitre invasion and break out, all basicly depended on the success of the air borne units, even with the huge mess that was made, and how no body was where they were ment to be, they still took out many German AA and Gun implacements and saved countless lives for those on the beaches.

For the situation that came, I think they took it on very well

I seem to remember that the paradrops were far more effective by their own confusion and that of the enemy's. They did not blow up much and they certainly were no real help against the Germans in the troop trenches behind the gun emplacements along the coastal pill boxes. No, the men who died on the beaches of Normandy did so bravely fighting to take the foothold WITHOUT the paratroopers.

Actually, that's not quite fair either. The Germans did pull a few troops back off the lines to deal with the paradrops, but, like I said, they were so confused that it was this confusion that had the most effectiveness from them. If you ask me (and I know you will), the soldiers who participated in the paradrops might have been more useful crawling up the beach along with their compatriots.

It seemed like such a waste to destroy an entire battle station just to eliminate one man. But Charlie knew that it was the only way to ensure the absolute and total destruction of Quasi-duck, once and for all.
The saying, "beating them into submission until payday", is just golden...pun intended.
R.I.P. Snickers <3

_Pontus_ wrote:

On messages to other players: make them copy-able as in: select text, ctrl+C to ctrl+V them into forum or private message etc.
I think this is a simple setting in flash or whatever the game uses on the webpage. It affects news articles too. The idea is to protect content from simple cut-and-paste copyright infringement. (As if copy screen to text recognition didn't work also).

FilipALFA wrote:

We are grtting them, the question is when.
The opening screen picture has just changed and shows America clearly deploying Aircraft Carriers to attack Africa and Europe simultaneously (ambitious Americans).

That must mean it's very soon.

It seemed like such a waste to destroy an entire battle station just to eliminate one man. But Charlie knew that it was the only way to ensure the absolute and total destruction of Quasi-duck, once and for all.
The saying, "beating them into submission until payday", is just golden...pun intended.
R.I.P. Snickers <3

I had submitted this before as a response in a different thread but it didn't get any traction (basically wasn't even seen much) so I'm re-posting part of it here since this thread seems to have it all.

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

I would at least suggest to the developers that we need a way to increase manpower more significantly. Either increase the bonuses of the overly-expensive (food-wise) barracks or add a new building just for manpower -- perhaps something like a Recruitment Center. For example, a three tiered Recruitment Center could raise manpower production by 10%, 25%, and 50% respectively and these would be in addition to the effects of the barracks.

A possible way to get the benefits of the Recruitment Center without vastly expensive and wasteful building costs could be that they can only be built in urban provinces but any province directly adjacent to the urban province with a shared road connection would get the same percentage benefits (or maybe half the benefit value) per province.

Level 1 -- Recruitment Center Lv1 -- Manpower +10%

Level 2 -- Recruitment Center Lv2 -- Manpower +20% -- Unit Healing +5%

Level 3 -- Recruitment Center Lv3 -- Manpower +30% -- Unit Healing +10%

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

And while I'm suggesting highly useful and realistic additions to the building choices, I think a Community Center might be a good way to create a multiplier within [only?] urban (or all) provinces (i.e. each level (of three) would increase production of manpower by 10%). A Community Center also could maybe have a positive influence on local morale of the province.

Level 1 -- Community Center Lv1 -- Manpower +10% -- Morale +5%

Level 2 -- Community Center Lv2 -- Manpower +20% -- Morale +10%

Level 3 -- Community Center Lv3 -- Manpower +30% -- Morale +15% -- Unit Healing +5%

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

I think a multi-tiered Command Post building structure could help defensive bonus of units -- and their healing -- in a province as well as increase the range of visibility of the provincial borders. A Level 6 Command Post could be a capital-city-only building or only allowed once per nation. The Command Posts could also work in conjunction with the fortifications (i.e.) maybe a fortification level three must be built before a Command Post level three can be built. For example:

Level 1 -- Lookout Tower ---- Defense +5% --- Province Sight +15km --- Unit Healing +5% daily

Level 2 -- Command Post ----- Defense +10% -- Province Sight +50km --- Unit Healing +5% daily

Level 3 -- Radar Outpost ---- Defense +15% -- Province Sight +100km -- Unit Healing +10% daily

Level 4 -- Control Center --- Defense +20% -- Province Sight +150km -- Unit Healing +10% daily

Level 5 -- Command Center --- Defense +25% -- Province Sight +200km -- Unit Healing +15% daily

Level 6 -- Central Command -- Defense +35% -- Province Sight +500km -- Unit Healing +25% daily

The defense strength may need to be toned down a little and/or tone down that of the forts, but the cumulative shouldn't be above 90% defensive strength. Also, I think the Central Command would need to be only one per empire at a time.

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Also, a Recycling Center could be a multiplier of all production in the province -- perhaps with a second tiered version called a Smelting Plant with an additional increase. For example:

Level 1 -- Recycling Center -- Production +10%

Level 2 -- Smelting Plant ---- Production +25%

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

This is continued in the next post......

It seemed like such a waste to destroy an entire battle station just to eliminate one man. But Charlie knew that it was the only way to ensure the absolute and total destruction of Quasi-duck, once and for all.
The saying, "beating them into submission until payday", is just golden...pun intended.
R.I.P. Snickers <3

This is continued from the last post.....

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Another very important suggestion would be a way to grow the population of a province with some kind of Medical Center (is there growth in the game?). A multi-tiered system could add to population growth something like as follows: a level one "Local Clinic" would increase population growth by 0.25% per hour (or ~5% per day), a level two "Medical Center" would increase growth by 0.45% per hour (or ~10% per day), a level three "Hospital" would increase growth by 0.75% per hour (or ~15% per day). Each of these three Medical Centers could also have a bonus to unit morale healing of (i.e) 5%, 10%, and 25% per day. For example:

Level 1 -- Local Clinic ---- Daily Population Growth +5%

Level 2 -- Medical Center -- Daily Population Growth +10%

Level 3 -- Hospital -------- Daily Population Growth +15%

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

I would also like to think there could be nation-wide buildings (only in the capital) like a National Monument for an increase of all provinces' morale growth or a War College for an overall decrease in infantry costs or an Efficient Draft Board for a percentage increase of all barracks' manpower effect in the nation or a Fertility Clinic for an increase in population growth. Such buildings would be akin to national projects from the Civilization series and ought to cost quite a bit to build or perhaps the maintenance of certain ones would be based on the size of the nation or the size of the military, etc.

National Monument ------ Increases all provincial morale growth (+5%)

War College ------------ Decreases infantry manpower requirements (-5%)

Efficient Draft Board -- Increases manpower rate enhancement for all barracks (+10%)

Fertility Clinic ------- Increases population growth nationwide (+5%)

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Of course all of these new building ideas would need to have fair and reasonable costs for overall balance and some might require higher technology levels reached and/or other building prerequisites. I know that adding new features to the game, besides the programming implementation and bug testing costs, can complicate the layout and/or playability of the game, but I think most players would like at least some of these ideas implemented.

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

As an alternative to the possibility to having too many choices in the build screen, perhaps a path choice system (per province) could reduce the total options on-screen while maintaining the variety in the game. For example, have the choice be either resource focus or manpower focus where the player chooses either the Recycling Center tier OR the Medical Center tier (bonus to EITHER resources OR manpower and healing).

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

In response to a prior post by 'freezy', in every match I've seen, I have never encountered anyone complaining about having surplus manpower. And even if someone -- or even many -- had a surplus of manpower, where is the problem in that? Having a surplus of resources is a good thing. One might even argue that surpluses are a great thing.

And if surplus manpower is such a problem, why not just allow it to become a tradeable resource like everything else...or would the developers be afraid that that would lead to reduced revenue from novice-playing gold buyers with deep pockets and lots of credit? I seem to remember that lots of Americans joined the French Foreign Legion and also many joined the RAF before America joined WWII. So this concept of trading manpower seems reasonable to me.

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Whew! That was a lot. I had to divide it into multiple submissions as the limit was 10,000 characters. To anyone who read all of this, thanks for taking the time to do so. I urge the whole lot of you to seriously consider these ideas, re-post them or portions of them to other threads (and credit me please), and urge your game developers to consider me in implementing some of this. Heck, lets even have votes.

Come on, many of these are great suggestions. So lets get it in gear and add some handy and non-intrusive additions to the game to make it more interesting.

;-D

It seemed like such a waste to destroy an entire battle station just to eliminate one man. But Charlie knew that it was the only way to ensure the absolute and total destruction of Quasi-duck, once and for all.
The saying, "beating them into submission until payday", is just golden...pun intended.
R.I.P. Snickers <3

I think it gives the game a lot more depth, I like this idea too because I played Napoleon total war loads before I sold my computer for a better laptop for work.

British=best. Duh!

https://www.youtube.com/watch?v=tN9EC3Gy6Nk

I like the general ideas of these, though I think the recruitment center's abilities should just be incorporated into the barracks, to supplement the ridiculous wheat consumption they accumulate to, especially after usefulness is dropped after tanks and before unlocking motorized/mech troops

"A knight cannot save the world. They call certain methods of fighting good and others evil, acting as if there were some nobility to the battlefield."
"Honor? Glory? There's no point in speaking to a killer who indulges in such nonsense."
"It's a crime we call victory, paid for by the pain of the defeated"

aDudeWhoDoesThings wrote:

I like the general ideas of these, though I think the recruitment center's abilities should just be incorporated into the barracks, to supplement the ridiculous wheat consumption they accumulate to, especially after usefulness is dropped after tanks and before unlocking motorized/mech troops
While I share your desire for reducing the cost or increasing the effectiveness of barracks, the developers seem intent on not doing so. But the general consensus of the community seems to be more open to adding new buildings than the alternative. My ideas of adding building types are actually very common to the era. And I like the possibility of creating more exciting tech requirements and increasing both the strengths and/or weaknesses of units based on players' choices of development. Also, I'm particularly proud of my new concept [to CoW] of a building path (EITHER this path OR that path).
It seemed like such a waste to destroy an entire battle station just to eliminate one man. But Charlie knew that it was the only way to ensure the absolute and total destruction of Quasi-duck, once and for all.
The saying, "beating them into submission until payday", is just golden...pun intended.
R.I.P. Snickers <3

Diabolical wrote:

They did not blow up much
Brecourt Manor?
The past is a foreign country.

Here's one more suggestion...what about adding patrol routes. Ships could follow a circular or end-to-end route along aquatic waypoints. Armored cars [and/or others] could go between provinces. And aircraft could switch from their regular patrols to a waypoint patrol by air with the home airport a start/endpoint. Of course, aircraft would need to have a maximum accumulated range limit between airport visits.

It seemed like such a waste to destroy an entire battle station just to eliminate one man. But Charlie knew that it was the only way to ensure the absolute and total destruction of Quasi-duck, once and for all.
The saying, "beating them into submission until payday", is just golden...pun intended.
R.I.P. Snickers <3

We could also have a line of deffence that could be drawn with the mause cursor and the troops you selected will split up and defend that part.

"May God have mercy upon my enemies, because I won't"
-George S. Patton
"The true sign of intelligence is not knowledge but imagination"
- Albert Einstein

Diabolical wrote:

oceanhawk wrote:

Butter Ball Bill wrote:

The paratroopers are going to be as effective in this game as they were at the Bulge.
Bulge?The time when, Bastonge was surrounded, by German Armoured Divisions, no supplies, no ammo, no food,o yea and lots of snow, no heat, frezzen cold, and yet they still managed to hold on, no body ever said that they needed to be rescued by Patton.

You get in a fight with a infantry men, and a para..

whose side do you wanna be on?

how could you even doubt the effectivness of paratroops?

look at Normandy? the enitre invasion and break out, all basicly depended on the success of the air borne units, even with the huge mess that was made, and how no body was where they were ment to be, they still took out many German AA and Gun implacements and saved countless lives for those on the beaches.

For the situation that came, I think they took it on very well

I seem to remember that the paradrops were far more effective by their own confusion and that of the enemy's. They did not blow up much and they certainly were no real help against the Germans in the troop trenches behind the gun emplacements along the coastal pill boxes. No, the men who died on the beaches of Normandy did so bravely fighting to take the foothold WITHOUT the paratroopers.

Actually, that's not quite fair either. The Germans did pull a few troops back off the lines to deal with the paradrops, but, like I said, they were so confused that it was this confusion that had the most effectiveness from them. If you ask me (and I know you will), the soldiers who participated in the paradrops might have been more useful crawling up the beach along with their compatriots.

One group of soliduers from the 101st, about a platoon size, took out 4 guns (105 mm I think, might have been 88)

while taking them out, they found a map of normandy with every single gun implacement...

that didnt save lives on the beaches?

what about the fact that the Brits securing the eastern flank of the invasion, they didnt stop or at least slow down reinforcements?


If Socialists understood Economics, they wouldn't be socialists
-Friedrich von Haye

oceanhawk wrote:

Diabolical wrote:

oceanhawk wrote:

Butter Ball Bill wrote:

The paratroopers are going to be as effective in this game as they were at the Bulge.
Bulge?The time when, Bastonge was surrounded, by German Armoured Divisions, no supplies, no ammo, no food,o yea and lots of snow, no heat, frezzen cold, and yet they still managed to hold on, no body ever said that they needed to be rescued by Patton.

You get in a fight with a infantry men, and a para..

whose side do you wanna be on?

how could you even doubt the effectivness of paratroops?

look at Normandy? the enitre invasion and break out, all basicly depended on the success of the air borne units, even with the huge mess that was made, and how no body was where they were ment to be, they still took out many German AA and Gun implacements and saved countless lives for those on the beaches.

For the situation that came, I think they took it on very well

I seem to remember that the paradrops were far more effective by their own confusion and that of the enemy's. They did not blow up much and they certainly were no real help against the Germans in the troop trenches behind the gun emplacements along the coastal pill boxes. No, the men who died on the beaches of Normandy did so bravely fighting to take the foothold WITHOUT the paratroopers.Actually, that's not quite fair either. The Germans did pull a few troops back off the lines to deal with the paradrops, but, like I said, they were so confused that it was this confusion that had the most effectiveness from them. If you ask me (and I know you will), the soldiers who participated in the paradrops might have been more useful crawling up the beach along with their compatriots.
One group of soliduers from the 101st, about a platoon size, took out 4 guns (105 mm I think, might have been 88)while taking them out, they found a map of normandy with every single gun implacement...

that didnt save lives on the beaches?

what about the fact that the Brits securing the eastern flank of the invasion, they didnt stop or at least slow down reinforcements?

Ocean Hawk, did you watch Band of Brothers ? As is is based on facts and is propably one of the only place that this had been really mentioned. And I think it was 105mm and 1 smaller one or vice-versa.
"May God have mercy upon my enemies, because I won't"
-George S. Patton
"The true sign of intelligence is not knowledge but imagination"
- Albert Einstein

FilipALFA wrote:

oceanhawk wrote:

Diabolical wrote:

oceanhawk wrote:

Butter Ball Bill wrote:

The paratroopers are going to be as effective in this game as they were at the Bulge.
Bulge?The time when, Bastonge was surrounded, by German Armoured Divisions, no supplies, no ammo, no food,o yea and lots of snow, no heat, frezzen cold, and yet they still managed to hold on, no body ever said that they needed to be rescued by Patton.You get in a fight with a infantry men, and a para..

whose side do you wanna be on?

how could you even doubt the effectivness of paratroops?

look at Normandy? the enitre invasion and break out, all basicly depended on the success of the air borne units, even with the huge mess that was made, and how no body was where they were ment to be, they still took out many German AA and Gun implacements and saved countless lives for those on the beaches.

For the situation that came, I think they took it on very well

I seem to remember that the paradrops were far more effective by their own confusion and that of the enemy's. They did not blow up much and they certainly were no real help against the Germans in the troop trenches behind the gun emplacements along the coastal pill boxes. No, the men who died on the beaches of Normandy did so bravely fighting to take the foothold WITHOUT the paratroopers.Actually, that's not quite fair either. The Germans did pull a few troops back off the lines to deal with the paradrops, but, like I said, they were so confused that it was this confusion that had the most effectiveness from them. If you ask me (and I know you will), the soldiers who participated in the paradrops might have been more useful crawling up the beach along with their compatriots.
One group of soliduers from the 101st, about a platoon size, took out 4 guns (105 mm I think, might have been 88)while taking them out, they found a map of normandy with every single gun implacement...

that didnt save lives on the beaches?

what about the fact that the Brits securing the eastern flank of the invasion, they didnt stop or at least slow down reinforcements?

Ocean Hawk, did you watch Band of Brothers ? As is is based on facts and is propably one of the only place that this had been really mentioned. And I think it was 105mm and 1 smaller one or vice-versa.
I was watching Band of Brothers last night. I'm watching Day of Days today.

That movie is so good (well series). It just keeps getting better as they go on.

"May God have mercy upon my enemies, because I won't"
-George S. Patton
"The true sign of intelligence is not knowledge but imagination"
- Albert Einstein

Yea yea great Show, but I dont even know if that is accurate I took my info from elsewhere, ( Think it was in a book too a BoB book) among other d-days books

either way I think paratroopers are great and proved their effectiveness on the night of June 5th- June 6th 1944


If Socialists understood Economics, they wouldn't be socialists
-Friedrich von Haye

oceanhawk wrote:

Yea yea great Show, but I dont even know if that is accurate I took my info from elsewhere, ( Think it was in a book too a BoB book) among other d-days books

either way I think paratroopers are great and proved their effectiveness on the night of June 5th- June 6th 1944

I agree, but the movie is accurate (I hink), as they had acctually included the WW2 veterans who told the story and they also appear in the series.
"May God have mercy upon my enemies, because I won't"
-George S. Patton
"The true sign of intelligence is not knowledge but imagination"
- Albert Einstein
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