Paratroopers, Not worth it.

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    • Paratroopers, Not worth it.

      I have tried a Beta game. I upgraded the Barracks, and decided Commando units to make a mountain defence. Soviet player tried a paratrooper on me, twice and a destroyed them. The Commando unit is more worth it to use, having beggun the time of the costly Airfield lvl. 3. I have smashed apart every paratrooper usage against me. Beware trying for a paratrooper based victory.

      The paratrooper is a great idea, no doubt, i am very happy to see them implemented, but in this strategy gaming, the time it takes to get these going is just not worth it.....i have noticed that there are many words for this development, but in the end, as a COW gamer, i have to be a negetivist to just jow inaccurately that they have been implemented....

      More say... The Gran Sasso raid pulled off by Otto Skorzeny, former SS commander, CIA operative, considered the most dangerous man in Europe. He led a paratrooper op. to rescue Mussolini at the Apennine mountains. The troops used for this were specialized, yes indeed historically, but not that the game requires barracks lvl. 3.

      Paratroopers were usually the fitter troop standard, not always necessarily the most advanced. The battle of Crete saw some serious paratrooper role(s) take place between Britain and Germany, not all these troops were specialist, alot were just simply thrown from an aircraft, told to pull some string and get to work on ground asap. "get em out there"

      The need for the upgrades is non historical and that here in COW the paratrooper unit is over rated. Again say, most of the US pilots and paratroopers were more or less harnessed by industrial superiority rather than specialist training.

      Overall, paratroopers in COW are over rated and not worth it... I am disappointed with how the decision to introduce this new unit is implemented.
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      The post was edited 1 time, last by bigboss_ironfist ().

    • It is highly debatable the inclusion of a unit that bypasses the linear movement of ground units. On top of that, the only way for this unit to be realistic would be to have it been extremely weak against armor (same as Militia), very strong in defense against infantry, unable to occupy directly a province (in fact, they never dropped directly in their target), automatically killed by any AA or plane in the area etc. On the flip side, they should deny the home movement advantage to the enemy units but should be unable to keep the province themselves. And of course they should be able to be reused if freed in time by the main land forces - otherwise they should simply die.

      In other words, paras should be a special use unit and not a normal unit.
    • bigboss_ironfist wrote:

      The Gran Sasso raid pulled off by Otto Skorzeny, former SS commander, CIA operative, considered the most dangerous man in Europe. He led a paratrooper op. to rescue Mussolini at the Apennine mountains.
      Yes thats exactly what this was a raid not a major battalion strength push from the skies.

      Operation Market garden was a complete disaster, same for Operation Mercury not the great victory you make it out to be, the Germans took trumendous losses specially considering who they were fighting Grandpas and Grandmoms or 12 year old kids with pitchforks and shotguns. Everyone fit and of fighting age was at the Albanian front.

      Same again for the paradrops on D day they were scattered all over the coast and render combat innefective due to dispersion.

      Paratroops are not and should not be an OP super unit they are a specialized unit for unique situations just like in real life.
    • atreas1 wrote:

      In other words, paras should be a special use unit and not a normal unit.
      Couldn't have said it better myself.

      bigboss_ironfist wrote:

      Overall, paratroopers in COW are over rated and not worth it... I am disappointed with how the decision to introduce this new unit is implemented.
      Yes i'm a bit disapointed too, barracks level 2 would have been better and maybe not only to produce in your capital but maybe in your cores. This way you can produce a descent amount of them to put them to use. Or would that make paratroopers too powerfull.

      Kanaris wrote:

      Paratroops are not and should not be an OP super unit they are a specialized unit for unique situations just like in real life.
      Totally agree but i find it a pitty that paratroopers are now competing with commando's.
      BMfox
      Moderator
      EN Support Team | Bytro Labs Gmbh
    • bigboss_ironfist wrote:

      having beggun the time of tge costly Barracks lvl. 3. I have smashed apart every paratrooper usage against me.
      Paratooper requires only level 1 barracks and level 3 airfield but if you use a nuclear plant there you can also build nuclear bombers there so you can kind of combine.
      BMfox
      Moderator
      EN Support Team | Bytro Labs Gmbh
    • Instead of the theories, it is time to recognize that paratroopers are in fact a threat to the game itself, because they are in a way bypassing the only real constraint for an easy "golden win" - the movement time. Consider the following scenario.

      I manage to drop successfully a paratrooper in ANY province behind the enemy line. Then it is immediately (and quite cheaply, in fact) game over: rush an airbase and use that for stepping subsequent paratroopers further and further inside (I just need to have a few of them ready and on stand-by). In any but the bigger maps, it is game over while the player is still asleep (which violates the whole idea of slow movement times). Even worse, it is not even good for Bytro, as the rush is much cheaper than without paratroopers.

      We can all wait till this (obvious exploit) starts happening, or we can start thinking of some potential remedy, before we see this scenario happening again and again. I am sure that neither the players nor Bytro will be happy with that.
    • atreas1 wrote:

      Instead of the theories, it is time to recognize that paratroopers are in fact a threat to the game itself, because they are in a way bypassing the only real constraint for an easy "golden win" - the movement time. Consider the following scenario.

      I manage to drop successfully a paratrooper in ANY province behind the enemy line. Then it is immediately (and quite cheaply, in fact) game over: rush an airbase and use that for stepping subsequent paratroopers further and further inside (I just need to have a few of them ready and on stand-by). In any but the bigger maps, it is game over while the player is still asleep (which violates the whole idea of slow movement times). Even worse, it is not even good for Bytro, as the rush is much cheaper than without paratroopers.

      We can all wait till this (obvious exploit) starts happening, or we can start thinking of some potential remedy, before we see this scenario happening again and again. I am sure that neither the players nor Bytro will be happy with that.
      I agree, but can you gold paratrooper drop time?
    • atreas1 wrote:

      Instead of the theories, it is time to recognize that paratroopers are in fact a threat to the game itself, because they are in a way bypassing the only real constraint for an easy "golden win" - the movement time. Consider the following scenario.

      I concur, paratroopers should be absolved from COW, unless they are re evaluated and made to compensate an enemy threat not only offensively but be made a defensive tactic, best suited at a middle game. This means about day 20 - 25 they should be able to be put to work. This will limit the 'golden win' scenario.


      atreas1 wrote:


      We can all wait till this (obvious exploit) starts happening, or we can start thinking of some potential remedy, before we see this scenario happening again and again. I am sure that neither the players nor Bytro will be happy with that.

      It will start happening, players are staring to come familiar with para tactics and these will be be destroyed by building commando units...I see the paratrooper in its decision to implement as virtually useless currently.
    • atreas1 wrote:

      Instead of the theories, it is time to recognize that paratroopers are in fact a threat to the game itself, because they are in a way bypassing the only real constraint for an easy "golden win" - the movement time. Consider the following scenario.

      I manage to drop successfully a paratrooper in ANY province behind the enemy line. Then it is immediately (and quite cheaply, in fact) game over: rush an airbase and use that for stepping subsequent paratroopers further and further inside (I just need to have a few of them ready and on stand-by). In any but the bigger maps, it is game over while the player is still asleep (which violates the whole idea of slow movement times). Even worse, it is not even good for Bytro, as the rush is much cheaper than without paratroopers.

      We can all wait till this (obvious exploit) starts happening, or we can start thinking of some potential remedy, before we see this scenario happening again and again. I am sure that neither the players nor Bytro will be happy with that.
      Paratroopers can't move the first 10 hours after the drop, they can be taken out by arty or tacs in that time.
      BMfox
      Moderator
      EN Support Team | Bytro Labs Gmbh
    • My estimation is that, having in mind the expected size of a country at Day 10, it needs just to rush 15 paras and 8 airbases to deliver such a blow the rest will be trivial (a guaranteed win after that). The cost for rushing is so small, compared to all other rushes, that I doubt it is for the benefit of Bytro and of the game.

      There can be remedies for that (for example, not to allow rushing airbases lvl 1 would be sufficient). Then in defense you need to really have a guard in your airbases, which is both reasonable and normal. Perhaps (?) the test did only check the regular use, where the 10 hours delay would indeed be sufficient.