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Just a guy who interest in shooting games and some good ol' masterpieces, also interesting in historical contents from some certain video games and make some interesting reviews for them in STEAM. If anyone wants to talk with me personally, please just add me as a friend and leave a message ;) Also, my English is not quite fluent.. but don't worry, I keep trying to improve it!

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This blog is gonna be the main page for my topic about Company of Heroes 1's authenticity, mistakes, and suggestions to fix and improve it. For the sake of historical accuracies in the possibly future remastered or REBOOTED version.

First of all, this game is one of my favorite WW2 RTS video games. Mainly because of not-so-complicated gameplay, amazing soundtracks, well-arranging maps and environments, interesting campaigns, and still fun and challenging to play in Multiplayer and Skirmishes mode 'til nowadays.
However, with my own personnel research and a lot of help from my friends, I regret to say that this videogame has a disappointingly GIGANTIC amount of historical inaccuracies. To be honest, I can only give its accuracy rate for only "30%" or lower than that. And many of the mistakes are completely unbearable and absurd, like the Relic (developers) have no historical consultants to help them or they just don't care at all.

Thus, the vast amount of mistakes in this game is the main reason why I decided to create this topic. Just for an educational case for those who REALLY INTERESTED in historical and realism content.
Also as a suggestion to make the future version of this game to be even better and gain more valuable aspects. However, I've to inform everyone that English is not my native language. So I must apologize if there is any mistake appear in these articles, but you can help me by sending a suggestion through a private message box on how to improve it. In addition, I can't make these articles without a great help of Halftrack He is one of the best COH modder who create one of the best COH mod called IMMERSION 1944.

And of course, I'm NOT A HATER. All these efforts are just to make the game and this franchise even more interesting and get more respect from both old and new fans.


Note: Update on June 9th, 2023

Part 1 (US) -> Moddb.com
Part 2 (British) -> Moddb.com
Part 3 (German) -> Moddb.com



Bonus
- Halftrack's Immersion 1944 mod link: Moddb.com
- Europe at War mod link: Store.steampowered.com

- ***You can check a same topic for Call of Duty World at War from here***: Moddb.com

- For newcomers, me, gicombat, and warrior300 have created a pack of the overhaul mods for Call of Duty World at War's Single Player and Co-op. Aimed to increase the element of AUTHENTICITY for the game, and hope they will provide you even better and more challenging experiences than the vanilla version: Update News: Article #7 - Fall of Berlin mod for Call of Duty: World at War - Mod DB

- You can support warrior300 by playing his "extreme variation" mod too: Moddb.com

- Here is my topic about the unrealistic issues on MW2 and suggestions: Steamcommunity.com

- My topic about the unrealistic issues on BO1: Steam Community :: FeReise :: Review for Call of Duty: Black Ops

And suggestions on BO1 weapons only: [UPDATED: Aug 8th, 2021] Ideas of replacement for the anachronistic weapons in Black Ops 1 :: Call of Duty: Black Ops General Discussions (steamcommunity.com)



That should be all of it, if anyone has any disagreement, questions, or even more suggestions, feel free to leave them either here in the comment section or by private message.

FeReise and Halftrack

For PART 1: Moddb.com
PART 2: Moddb.com


German Campaigns

Tiger Ace

CH.1 and CH.2
- Judge from what's in the cutscene, Voss and his crews based on two real Tiger Aces (and their crews):
1) Otto Carius of the 502nd Heavy Panzer Battalion (Leningrad battle).
2) Michael Wittman from 101st SS Heavy Panzer Battalion (Villers Bocage).
- T-34-85 in the Leningrad cutscene MUST be replaced by T-34-76 (1942 model).
- Voss and his crews should wear proper tank crew uniforms (Panzer jacket and such) in all cutscenes (artworks) and in the game (Im44 mod, they appear with SS tank crews version).
- The original designated name for the Tiger crews, "101st Tigergruppe", is based on the real 101st SS Heavy Panzer Battalion. And this true name is an optional choice for the new version.
- Just historical info: In the real Viller Bocage battles, Wittman commanded Tiger I No.205 at first, but later changed into No.222 (probably) because of the engine trouble on his 1st vehicle.
And he uses his 2nd vehicle to goes on a rampage in the Villers Bocage.
- From above, in reality, there were at least 4 other Tigers accompanied by the Wittman crews during the attack. But after he changes his tank, he decides to go in the town alone while the rest of his Tigers deal with the British 7th Armoured Div's recon team.
- Every British soldier should have a proper tunic's color (every infantry unit and vehicle crew).
- More realistic color and insignia/markings for every British vehicle.
- The real Villers Bocage only got a single main road (largest) that passes straight into the town, not two. Then there are two medium roads nearby, and smaller ones around.
- The old/former version of Église Saint-Martin de Villers-Bocage, should be located in the middle of the town.

Ch.3 only
- Change every or most of the infantrymen (reinforcement) into Lehr Panzergrenadiers (Im44 mod).
- Add 2-3 more Panzer IVs into the reinforcements (Panzer Lehr).
- Just historical info: British could be able to repel the German counter-attack at Villers Bocage. But they have to abandon the town before nightfall.
- For Voss's dialogues in the last cutscene:
1) Capt. Shultz died on August 15th in the American campaign, not August 13th.
2) Since Panzer Lehr Division was already ceased to exist after July 27th (Normandy), then the name must be changed into 'Kampfgruppe Lehr' (the fictional unit in the Market Garden campaign).
- The rest is as same as above (CH.1 & 2).


Trun

All chapters
- Mostly fictional portrayal of the town of Trun:
1. The fictional church should be the real "Église de Trun". And the real church is not located at the intersection (should be located further north/north-west).
2. There should be a great grass field located between the town and 'Diives' river.
3. [Optional] Diives river should be a bit smaller.
- ***The American troops should NEVER EVER existed in this campaign, since they never reach the northern part of the Falaise pocket, including Trun.
***They must be replaced by the Canadian (mainly) and Polish troops. While the existence of British commando in this area is unlikely, but it can include in the game.
- (continue from above) For the 1st mission, commandos at the beginning are optional, they can appear as the relatively small battle groups that raids and recon over the town. While for the frontal assault troops:
Mainly the Canadian and Polish infantry with few armored vehicles on CH.1, and also with some British/Canadian tanks on CH.2.
- Designated unit name for enemy troops should be 4th Infantry Div.
- Designated unit name for German troops should be just either LXXXVI corps or 7th Army (remove 346th Infantry Div out, because there ain't no proof that they were actually defending Trun).
- Better uniforms for German troops, in both cutscene (artworks) and in the game (EaW and Im44 mods). Including Canadian and Polish troops.
- Proper Luftwaffe uniform and insignia for the Luftwaffe Captain (artwork).
- Proper camo for Stormtroopers unit, as my recommendation: Smock with Splinter and Tan and Water camo patterns (EaW and Im44 mods).
- The term 'Volksgrenadier' not yet exist during the Battle of Normandy.
- **Better uniforms and variations on Luftwaffe infantry units (Im44 mod).
And for this entire campaign, a color on their collar tabs should be 'Green' (Field Division).
- Change the designated unit name on the Allies (tanks) from 21st Panzer Div into the '7th Army'.
- Flak crews should be able to get out from their guns, become regular 3 Luftwaffe Infantry crews.
- The game should give us more time to prepare our defensive positions. Especially, at the beginning of CH.2.

CH.3 only
- For enemy units, either 'British' or Canadian troops can appear as the southern flank attackers.
- In the first cutscene, there are damaged King Tiger appear among the retreating troops, but none of them appear in the game at all. My opinion is it should appear in the game as well, at least on the front of the retreating troops.
Alternatively, create the event right at the beginning of the mission that the King Tiger has already escaped from the map along with the first retreating column. Before the game let us provide a defensive perimeter for another retreating columns.
- The game should give us more time to prepare our defensive positions in the beginning.
- Change unit name on the retreating troops from 21st Panzer Div into 7th Army.
- Few other tanks like Panther and Tiger I (fewer) can randomly appear among the retreating troops.
- Increase pop-cap from 85 to about 100.

For Tale of Valors artworks in both the main menu and the main menu loading screen: Better uniforms with correct insignia for each character (Voss and Hess).


Market Garden

CH.1 and CH.2 - Wolfheze
- Time setting must be changed from noon into the morning (the time Allied attacks).
And they should start with a bombing run on Wolfheze first before dropping paratroopers.
- The existence of 'Kampfgruppe Lehr' is definitely fictional but they can be included as the Ad-Hoc unit (special unit).
While the main unit in the area should be '9th SS Panzer Division'.
- The term 'Volksgrenadier' can be used in this campaign (after Normandy).
- Units and uniforms for Kampfgruppe Lehr, there are 3 ways to portray them:
1) Mix between Wehrmacht/Heer units (mainly) and Waffen SS units (assault troops and tank busters), similar to Im44 mod.
2) Solely Waffen SS (EaW mod).
3) Solely Wehrmacht troops.
- Uniform for Knight cross holders should be changed into something like what's appeared in Im44 mod.
- Waffen SS unit could appear as flak operators (9th SS Pz Div).
- Both Wolfgang and Aldrich should have better uniforms, even with a field cap or visor cap (EaW and Im44 mods).
- Voss should has a better uniform, recommend to be either SS-Brigadeführer or Gruppenführer (Im44 mod).
- Better uniforms and headgear variations for the Airborne and Commando units and not everyone should be equipped with a radio (EaW and Im44 mod).
- [Optional] Sd.Kfz.231 can be included as an additional German vehicle (Im44 mod).
- Since this mission, better colors and camo patterns for every German vehicle in general.
And for historical reasons, WW2 German forces didn't use 'field grey' (Dunkelgrau) as a base vehicle color anymore since 1943. The 'Dunkelgelb' color (sand/dark yellow) is a more appropriate choice.


CH.3 - Osterbeek (fictional layout) Pt.1
- A date setting should be changed from September 18th into "17th" (noon).
- Proper uniform and headgear variations for Luftwaffe units.
For this campaign, their collar tabs and should board piping should be red (artillery branch).
- The main unit in the area should be '9th SS Panzer Division', while Kampfgruppe Lehr should be the Ad-Hoc unit.
- Mistake on the maps:
1. Judge from its real-life position, the Westerbouwing Heights (De Westerbouwing) should be located way off the map. It should never exist on this map at all. And the reason for this is likely to be either lacking of time or laziness again.
2. From above, the height and all the southern areas of the map (close to the Nederrijn river) should be replaced by the large open fields.
3. There should be large ponds called "Grindgat" and "Rosandepolder" on the left side of the map (eastern part).
4. The town areas should be larger and the rest should appear off the map.
- Raining at the end of this mission is unnecessary.
- The rest is the same as previous chapters.


CH.4 - Valkenswaard
- A date setting should be changed from September 18th into "17th" (evening).
- [Optional] The place for ambush the British's XXX (30th) Corps should be bigger and wider (south of the town).
- The main unit in the area should be either 'Kampfgruppe Walther' or '9th SS Panzer Division', while Kampfgruppe Lehr should be the Ad-Hoc unit.
- Fallschirmjager unit can be called off the map as a reinforcement (inspired by Im44 mod) since they were existed in the defense at Valkenswaald (as a part of Kampfgruppe Walther).
- Waffen SS unit can be called off the map as a reinforcement (EaW mod).
However, only if the devs decide to depict Kampfgruppe Lehr as a solely Wehrmacht/Heer unit.
- Population cap at the 'beginning' seriously need to be increased, from 40 to at least 60.
- Regular infantry troops could be called off the map as a reinforcement also at the beginning.
- Better uniforms and headgear variations for British infantry units.
- Better color and insignia markings for British Vehicles.
- The real "Sint-Nicolaaskerk" church should replace the fictional church.
However, the real church is supposed to be located on the 'EAST' side nearby Highway 69. Not on the WEST as in the original version.
- The rest is the same as CH.1 and CH.2.

[UPDATED June 9th, 2023]

Alternatively, the day can be the same (but in the morning time, around 5 ~ 6 am) with additional changes as follows:

- Mentioned in the beginning that 'Kampfgruppe Walther' failed to stop the upcoming enemy forces on a day before and that's the reason why there are British forces in the town. Because of this, there should be wreckages of German anti-tank guns and mortars left around further south of the town where we suppose to set up a new defensive line as well (or further south).



CH.5 - Best
- In the cutscene before the mission's loading screen (map section), German should stop the Brits in front of Valkenswaard, not between Valkenswaard and Eindhoven (according to the previous mission).
- Change the date setting from Sep 19th to '18th' and before 11.00 AM, the time that the main bridge was destroyed. [UPDATE] Plus, the Allied force never capture or use the bridge in time (as in reality).
- The main unit should be Wehrmacht/Heer from '59th Infantry Div' (Im44 mod), while Kampfgruppe Lehr should be the Ad-Hoc unit.
- In the beginning, US paratroopers shouldn't arrive by dropping into dropzone anymore. Since they have already done that around Sep 16th-17th.
They could arrive on the scene as regular ground forces.
- From above, as for the beginning cutscene, they could have shelled down the town of Best by mortar bombardment first before they attack.
- Population cap should be increased from 85 to 100.
- Since this mission, Hetzer is very unlikely to exist in the Market Garden campaign. Their first arrival on the Western Front should be during the Battle of Bulge.
It should be replaced by Jagdpanzer IV (L48).
- Sherman Calliope never exist during the Normandy and Market Garden campaigns.
In other words, it should never appear in this game at all. In this mission, it should be replaced by either Priest or Sexton (Im44 mod).
- The rest is the same as CH.1 and CH.2.

[UPDATED June 9th, 2023]

Alternatively, the day can be the same with additional changes as follows:

- Mentioned in the beginning that the bridge was destroyed a day earlier, and the enemy tried to build a 'fictional' Bailey bridge which is similar to the one in the town of Son. But optionally, it could be a smaller one and made just for the troops and small vehicles (like trucks and armor vehicles) to cross by. And Kampfgruppe Lehr's job is to destroy it.


CH.6 - Arnhem
- The main unit should be 9th SS Pz Div, while Kampfgruppe Lehr should be the Ad-Hoc unit.
- Waffen SS as a prominent reinforcement, call off-map unit for this mission (EaW).
However, only if the devs decide to depict Kampfgruppe Lehr as a solely Wehrmacht/Heer unit.
- Despite heavy losses, the 9th SS played an important part in the successful capture of Arnhem.
So I believe the 'have been laid to waste' dialogue in the cutscene is quite absurd to use here.
- Add German light armored vehicle wreckages and some corpses on the bridge (Arnhem side, Im44 mod).
As to depict a previous counterattack by a group of 9th SS recon team that ended in failure.
- From above, Panther wreckage should be removed from the cutscene prior to the loading screen (before the game start).
- Change American flags on British-occupied buildings into the Union Jack.
- In reality, not any single Tank or vehicle units from the 30th Corps could be able to arrive in the city.
Thus, the time-limited event is certainly unnecessary.
- St. Eusebius Church (old version, not the current one) should appear outside the map (West).
- St. Walburgiskerk church should replace the fictional church that we have to capture.
- The rest is the same as CH.1 and CH.2.


Bonus mission (Optional): "Black Friday"
- Add 1 mission before Ch.7, assault on Highway 69 at the area between Veghel and Uden.
- Date settings: September 22nd
- Our units (designated name):
1) Kampfgruppe Lehr as the Ad-hoc unit.
2) Kampfgruppe Walther as the main unit, mainly include Waffen SS + Wehrmacht troops and some Fallschirmjager squads.
3) Tanks: 107th Panzer Brigade with at least two ~ four Panthers for a start (the rest can be called later).
4) Pop-cap for around 100 or more.
- Enemy units:
1) British's 30th Corps (infantrymen and vehicles).
2) US 101st Airborne paratroopers.
- Map details:
1) Highway 69 passes through the middle of the map.
2) The town of Veghel on the south, and the village of Uden on the north (just a few parts of both town, the rest of the town areas are out of the map).
3) Open fields, plus bushes and trees (similar to Valkenswaard) on both sides of the highway.
- Mission details:
1) Prepare and ambush the British convoy on the eastern side of the highway, and destroy a British HQ truck before it reaches Uden.
2) Drive the rest of the advancing Allied forces back into Veghel.
3) Mentioned that Kampfgruppe Huber is attacking the southwest of Veghel (off-map).
4) Set up a brief defensive line to protect friendly AIs who are checking for important documents from wreckages.
5) Prevent any counter-attack by the American paratroopers (101st) and British vehicles.
6) About 2-3 Allied arty bombardments can be occurred near the end of this mission.
7) [Optional] Also near the end of the mission, at least spawn 1 King Tiger as an additional reinforcement.
8) After the friendly AIs finished checking all the documents, then the mission is finished and Kampfgruppe Lehr+Walther finally retreat/pull out from the area.


CH.7 - 2nd Valkenswaard (purely fictional)
- The 2nd attack at Valkenswaard is FICTIONAL, it should be assault at Koevering on Sep 24th. As a final nail in the coffin for the Allied's Market Garden operation.
And although a reason for this creation is unknown, either lacking of time/deadline or laziness is all possible.

CH.7 (new arrangement/what it should be) - Koevering
- Date settings: September 24th
- Our units (designated name):
1) Kampfgruppe Jungwirth as a main unit. All or most of them comprised of Fallschirmjager troops (Im44 mod).
2) Kampfgruppe Lehr as the Ad-Hoc unit.
3) 3 Jagdpanthers from 559th Heavy Tank Hunter Battalion.
Map details:
- Similar to the Valkenswaard map, but with rearrangement on most part of the map and a lot of 'sand dunes' among the open fields.
For the best example - The last mission of Brothers in Arms: Hell's Highway.
Mission details:
- Similar to the fictional 2nd assault on Valkenswaard (Relic).
- Mentioned the assault on 'Eerde' on the North/north-east that later failed (maybe near the end of mission).
- Apart from the British 30th Corps, US 101st Airborne should be one of the enemy units/defenders also.
- The rest is the same as CH.1 and CH.2.


CH.8 - Osterbeek Pt.2 (New arrangement)
- Change date setting from Sep 24th into 25th. And in the last cutscene, the day should be the 26th (the final day of the Market Garden operation).

Map details, as for historical matters the NEW MAP has to be created. Reusing map method is of utmost unnecessary:
- Based on the real battle maps, the battle should be situated in the 'South-West' area of the town and outside the town.
Which including the real Westerbouwing Heights and areas that closed to the Nederrijn river.
Unit details:
- The fictional KG Lehr, tag along with KG Huber (Im44 mod).
- Waffen SS and FJ/Luftwaffe infantry as reinforcements.
- Proper Polish insignia on the airborne uniforms for the river crossers and some of the defenders.
While most of the defenders can still be the remaining British 1st Airborne troops.
- Remove Churchill tanks, an element of the 30th corps shouldn't be there.
- The rest is the same as CH.1 and CH.2.
Mission details:
1. Capture the height and riverbanks to stop the allied from retreating.
2. Defend the riverbank from river crossers and counter-attackers (similar to the old version).
3. Surrounding the remaining enemies in the areas and force them to surrender.
4. After all the objectives are finished, the protagonist (Wolfgang) or one of the German soldiers should mention that there still remaining paratroopers hiding among the Osterbeek areas, and the German will clear them out later.
5. Similar ending with the original version, but date setting should be Sep 26th (the last day of Market Garden operation).

NOTE: Additional info on error/mistakes of the German vanilla tanks by Halftrack (Im44 mod creator), you can check on "Part 1" article.


That's all for everything! If you have any disagreement, questions, or even more suggestions, feel free to leave them here in the comment section.

In addition, you can check a similar topic about Call of Duty World at War from here: Moddb.com

Bonus
Immersion 1944 mod link: Moddb.com
Europe at War mod link: Store.steampowered.com


FeReise (and Halftrack)

For PART 1: Moddb.com

British Campaign

CH.1 - Authie
- Since this mission, the fictional British uniforms and their colors are seriously needed to be changed into realistic ones (Immersion 1944 and Europe at War mods).
- Since the '3rd Battalion' aka Boudicar boys is a fictional unit, then I believe they might need a fictional insignia patch on their arms too.
- Similar to what I had recommended for the US Able Company (article Part 1, CH.5). The 3rd Battalion should serve as a special frontal assault unit or the 'Ad-Hoc' unit for the real-life British infantry and armored units on each battlefield.
- As from above, the 3rd Canadian Infantry Division should be the main attacker in the Buron - Authie - Carpiquet - Caen areas.
- Better uniforms for both Major Blackmore and Capt.Cutting (Im44 and EaW mods).
- More realistic color and insignia/markings for the Cromwell tanks.

- Due to the fact that the 12th SS Panzer Division is the main enemy unit in this mission, that's mean all of the enemies in this mission MUST BE THE WAFFEN SS UNITS.
- Type of the Waffen SS infantries throughout the game (also mentioned in the article Part 1, CH.4):
***NOTE - SS insignia on the uniform is optional, but SS camo patterns are very necessary.
SS Grenadier - 6-7 men Plane tree camo smock and Helmet, Kar98k at least 1 with MP40 on some squad
SS MG crew - 3 men with Oakleaf Spring camo smock and helmet
SS Pioneer - 2-3 men with Dot 44 camo on tunic and trouser + eagle rune on the left arm and no camo helm
SS Pak crew - 3 men each, camo can be Planetree smock + helm
SS Mortar - Dot 44 camo on tunic only or both tunic and trouser + eagle rune on the left arm and no camo helm
SS Officer - SS Visor cap with Oakleaf Spring smock, his rank can be captian (Hauptsturmführer)
SS Sniper - Either Dot 44 tunic or Oakleaf Autumn smock (Im44 mod) + Foliage helmet
SS Stormtrooper - Oak leaf Spring smock + Dot 44 trouser + Oakleaf Spring camo helm
SS Tankbuster - Either Dot 44 on the tunic and trouser or Oakleaf Autumn smock + Dot 44 trouser + Oakleaf Autumn camo helm
[Optional] Add SS Panzer grenadiers (Panzer Elite) - Dot 44 camo on tunic and trouser + eagle rune on the left arm and Planetree or Oakleaf camo helm

- ***Or even more complex method, do like the Im44 mod: make each Waffen SS Divisions in Normandy wearing a different set of uniforms.
However, in this campaign, the 12th SS got some unique uniforms that distinguish themselves from the other five Waffen SS Divisions in Normandy.
As for 12th SS (similar with Im44 mod):
1) About a 1/3 of them should have Plane tree and Oak leaf Spring "Smock" camo patterns.
2) Another 1/3 of them should have Dot 44 camo on tunic and trouser + eagle rune on the left arm
3) The rest of them should be SS patterns smock + M29 Italian camo trouser or full M29 camo uniforms.
- ***For the rest of SS Panzer Divisions that could appear later in some other missions in this campaign - Mix between SS smock and SS tunic + trouser models, all except the M29 Italian camo pattern (Im44 mod).

- **As for the SS vehicles, seems like Relic used the Vanilla Panzer Elite's 'grey or Dunklegrau' base color for most of the German armored vehicles in this campaign.
Which makes no sense since the true base color for German armored vehicles during Normandy battles is a 'sand/dark yellow or Dunkelgelb' color.
Plus, in reality, most of the German armored vehicles in Normandy were painted with proper camo patterns (for example: Im44 mod). Thus, the color for German armored vehicles is seriously needed to be changed properly (for the entire campaign).
- StuG IV should be replaced by Jadgpanzer IV (Im44 mod) and Panzer IVs. Also, they spawn this vehicle too frequently in the latter part of this mission, I believe it has to be decreased a bit.
- As for this mission, every AIs who manned/operated enemy vehicles should wear the Waffen SS uniforms.
- From above, the SS manned vehicles should have SS license plates (Im44 mod).


CH.2 - Hill 112 Pt.1 (fictional depiction and outcome)
- Extremely incorrect portrayal of Operation Epsom, the British forces NEVER capture the Hill and they withdraw from their captured grounds.
1) British VIII Corps start the operation on June 26th.
2) (Only focus on the areas that inspired the map) A part of the 15th (Scottish) Infantry Division crossing river Odon at 'Tourmauville' on June 27th.
Then the 11th Armoured Division capture 'Baron-sur-Odon' on June 28th.
3) The British's 21st Army Group Troops (a part of VIII Corps) have to handle several counter-attacks by the German during the entire operation.
Mainly by the I SS Panzer Corps, then by the II SS Panzer Corps (joined later on June 29th)
4) Believing the German will keep pushing their attacks, British forces decided to end the operation on June 30th.
- In reality, the location of the village of Baron-sur-Odon is different from the map settings.
1) It never located nearby the Odon river.
2) It should be situated 'between' the village of Tourmauville (northwest) and Hill 112 (south).
- To be honest, I believe the hill is too high. It should be shorter a bit.

- ***To increase the historical accuracy of the British campaign that's mean a huge load of changes that needs to be done (including map settings and mission objectives).
So I'd like to talk about a suggestion for "FULL-edited/new version" later in the further sections.***

- The Royal Scots Engineers should be served as the Ad-Hoc unit (as same as the 3rd Battalion).
While the main assault force should be the 15th (Scottish) Infantry Division.
- Since this mission, include more realistic color and insignia/markings for other British vehicles. Including Stuart and Churchill tanks (EaW and Im44 mods).
- Waffen SS units could appear as main defenders in this mission.
- The vanilla version's '10th SS Pz Div' designated name should be changed since the 10th SS never defended that sector.
And I'd rather recommend '1st SS Panzer Corps' to be the designated unit name for the enemies.
- An extremely weird design of the Pantherturm (with bunker underneath it). For the sake of realism, the bunker part should be removed, leaving only turret (no need for any squad to get inside it).
- The rest will be described later in the 'New version' section below.

CH.3 - Carpiquet airfield Pt.1
- The narrator mentioned that Canadian forces are waiting outside Carpiquet. However, it's obviously wrong since the real Carpiquet is located on the 'North' of the airfield. But the starting locations are located in the "WEST" of the airfield.
- From above, despite the real town of Carpiquet is situated on the north of the airfield, there ain't no sign of the town among those areas at all.
- The North hangars are moved to the east side for an unknown reason. And there should be 4 of the hangars, not 3.
- There ain't no sign of the South hangars at all, they should be at least located next to the oilfield areas (to the east).
- A distance between the North hangars and the Airfield's control buildings areas (east) should be much farther (according to the real battle maps).

- The presence of the commando unit (Relic's The Royal Commandos) in the Carpiquet areas is FICTIONAL. Although somewhat acceptable for the introduction.
However, for an example of proper scenarios for the introduction: The Pegasus Bridge mission in Im44 mod (featured both airborne and the commando).
- Better uniform insignia and variations for the commando unit (EaW and Im44 mods). And not everyone should be equipped with the radio (vanilla commandos), it's just nothing but absurdity.
[Optional] Also, at least the unit could be able to upgraded with either Bren or Sniper rifle.
- The actual "Canadian infantry" units with proper appearances and dialogues with Canadian accents should appear in this mission (EaW mod). Along with the other missions that should feature with them.
- 3rd Canadian Infantry Division is the main attacker (designated name).
- Population capacity should be increased (when Canadians arrive): From 60 to around 80.
- All of the enemy forces should be the Waffen SS of the 12th SS Pz Div.
- ***Since a huge load of changes need to be done for historical accuracy. So the rest will be described later in the 'New version' section.***


CH.4 - Carpiquet airfield Pt.2 (fictional depiction and outcome)
- Canadian forces NEVER CAPTURE the entire airfield during Operation Windsor (July 4th-5th). Just only a small northern part of the airfield (northern barracks) and the town of Carpiquet.
They capture the whole airfield on July 9th, as a part of Operation Charnwood.
- In reality, the German counter-attacks (July 5th and 6th) were concentrated on the northern areas, mainly the town of Carpiquet. Not the western areas of the airfield.
- Date setting should be July 5th.
- Since the British forces never reach Hill 112 yet, and not yet captured the airfield in reality (July 4th-5th).
So the outcome of the battle in this game and everything in the last cutscene (Hill 112 got attacked) is absolutely wrong.
- [Optional] Population capacity should be slightly increased: From 100 to around 110~120.
- The Waffen SS men of 1st SS Pz Div should be the main counter-attacking unit (12th SS as defenders and supporting units).
- For the rest of the details about the SS forces (1st SS and 12th SS), see CH.1 and 3.
- Most of every of the Shorted-barrel Panzer IV (infantry support) should be replaced by a regular Panzer IV.
- Add few Panther tanks for the counter-attacking units.
- ***Since a huge load of changes need to be done for historical accuracy. So the rest will be described later in the 'New version' section.***


CH.5 - Hill 112 Pt.2 (fictional depiction and outcome)
- Fictional portrayal of Operation Jupiter (July 10th-11th). In reality, the outcome of the battle is British forces only gain the northern slope of the hill along with nearby villages.
Although they successfully reach the top of the hill they decide to abandon it later. And the British forces will finally capture the entire hill on August 4th, 1944.
- The main role of British forces should be the attackers, and they can defend the top of the hill for a while also.
- The designated name of the (main) British force: 43rd Wessex Infantry Division. While the Royal scots are the Ad-Hoc unit, and it should be renamed as "Royal Scots Greys".
- To be honest, this mission should happen after the Caen: Crucible mission.
When the British and Canadian forces already capture a northern part of the city of Caen (July 9th).
- Population capacity should be slightly increased: From 136 to around 150.

- 25th Panzer Division NEVER EVER EXISTED in the Battle of Normandy.
- From above, the designated name of the enemy unit should be changed into the "II SS Panzer Corps" (consisted of the 9th SS and 10th SS Panzer Divisions)
- At least 3-4 tiger tanks from the 102nd SS Heavy Panzer Battalion should appear (Im44 mod).
- ***Since a huge load of changes need to be done for historical accuracy. So the rest will be described later in the 'New version' section.***


CH.6 - Caen Pt.1 (Into the city, fictional date, and map)
- For the date settings in the first cutscene, July 18th, MUST CHANGE into "July 9th" for a very, definitely logical reason.
And to be honest, sometimes I really wonder what kind of research team that working for Relic. Also their capabilities for doing their jobs as well.
- From above, although the real Operation Charnwood was started on July 8th. But in fact, British and Canadian forces only just arrive outskirt parts of Caen on that day.
Thus, the date settings on this mission should be July 9th instead.
- Chronologically, this mission and Caen Pt.2 should happen before Hill 112 Pt.2 mission.
- By overall, the Relic version of Caen is mostly fictionalized:
1. A position/location of St Peter's Catholic Church (Église Saint-Pierre de Caen) and Caen Castle (Le Château de Caen, the starting point) is different from the real counterparts.
Also, the fictional church's slope/hill is purely fictional, and I believe the church itself should be smaller a bit.
2. The real St Peter's Catholic Church is located nearby the Caen Castle (on the south/south-east). And the condition of the church in this game is much worse than in reality (according to real war-photographs).
Additionally, the gate and entrances of the Caen castle should be improved for the sake of realism (except the eastern gate, it can be collapse by the Allied's bombing run as for the vehicles to pass through).
3. A location of 'Port de Plaisance' is slightly closer to the Caen Castle areas (starting point) in reality. And the 'monument square', also the 'plaza' area (with Flak guns) are fictional.
4. New landmarks that should appear on this map:
4.1) St John's Church (Église Saint-Jean de Caen), located on a further south/south-east of the St.Peter church and south-west of Port de Plaisance.
4.2) Presbytery Saint Gilles (Église Saint-Gilles de Caen), replaced the original Relic's St.Peter ruins.
And recommend moving it away further from a canal/river (canal de caen à la mer) and Nouveau Bassin (the island in the middle part of Caen) to the north.
4.3) Saint-Gilles Church (Caen), located nearby Presbytery Saint Gilles to the north/north-west.
In present days, the site is converted into a public garden, with no more of its remains left.
More info: Wikimapia.org
4.4) Parc Michel d'Ornano (park) and nearby buildings that close to the Presbytery Saint Gilles building (east side).
4.5) The unnamed church on the east of the Caen Castle area (also north-east of the St.Peter church), you guys can check it from Google the map (49°11'11.4"N 0°21'32.1"W).
4.6) 'Maison des Quatrans' building located near the southern part of Caen Castle to the east (can appear either as a part of the map or in the outside area of the map).
4.7) Tall bunkers near the fictional church's slope need to be removed or changed into regular ones (since there should be no slope or high ground in that area).
Photos of that area during WW2 (taken from Caen Castle): Pinterest.com

4.8) There should be no tall buildings in the further southern areas of the city (backgrounds).
4.9) Add more urban landscape to the further eastern areas of the city (backgrounds). And Hill 112 should be located farther from the city.
5. Other landmarks (tall buildings) that can appear outside the map:
Note: All these buildings located on the east and further east of the Caen Castle and St.Peter church
5.1) Chapelle de la Miséricorde (Caen)
5.2) Old St Saviour's Church (Église du Vieux-Saint-Sauveur)
5.3) Église Saint-Sauveur de Caen
5.4) St. Stephen's Church (Abbatiale Saint-Étienne de Caen)
5.5) Old St. Stephen's Church (Église Saint-Étienne-le-Vieux)
5.6) Église Notre-Dame-de-la-Gloriette
5.7) [Optional] Saint Nicolas Church (Église Saint-Nicolas de Caen)
6) There ain't no bridge across the Nouveau Bassin (the middle island) from the north in reality.

- Main attackers: 3rd Canadian Division, while 3rd Battalion is the Ad-Hoc unit.
- [Optional] 'B-Coy' should be changed into the British's 3rd Infantry Division (Im44 mod).
- The actual "Canadian infantry" units should appear in this mission (EaW mod).
- Population capacity should be increased: From 80 to 100 at least.
- For defenders: 12th SS Pz Div as a majority, with an element of 16th Luftwaffe Field Division.
- **Better uniforms and variations on Luftwaffe infantry units since this mission (Im44 mod).
And for the entire British campaign, a color on their collar tabs should be 'Green' (Field Division).
- From above: As for the Flak (artillery) crews, the 'Piping' on the collar tabs could be 'Red'.
- Enemy in the bunkers should be Waffen SS too (Im44 mod).
- ***Since a huge load of changes need to be done for historical accuracy. So the rest will be described later in the 'New version' section.***


CH.7 - Caen Pt.2 (Crucible, fictional date, and map)
- The date settings should still be July 9th (Operation Charnwood).
- The game should have mentioned that British and Canadian forces were only able to captured half of the Caen (Northern and middle parts).
- Mentioned that the British's reinforcements belonged to the British's 3rd Infantry Division.
- The rest about buildings and maps/scenarios in overall is already mentioned in CH.6 above.
- Population capacity should be increased: From 100 to 120 at least.

- 25th Panzer Division NEVER EVER EXISTED in the Battle of Normandy.
- For the defenders:
1) 21st Panzer Div (Wehrmacht/Heer) - Majority of the defenders (especially the islands/middle part)
2) Some 12th SS (Waffen SS) troops, can appear mostly in the unoccupied areas on the northern-part of Caen (not island areas).
3) Element of 16th Luftwaffe FD (Luftwaffe Field Div infantry), especially Flak and Anti-Aircraft crews.
4) Some 1st SS Pz Div (Waffen SS) troops during the counter-attacking (final part).
- Replace extremely rare Ostwind with either Flakpanzer 38(t) or Wirbelwind (12th SS got this vehicle in used).
- ***Since a huge load of changes need to be done for historical accuracy. So the rest will be described later in the 'New version' section.***


CH.8 - Caen Pt.3 (Stormfront, totally fictional)
- This mission should be either REMOVED or labeled as a fictional mission.
But if they want this mission so bad (unnecessarily), then its date setting should be set somewhere between the nighttime of July 17th ~ early night of 18th.
- Population capacity should be increased: From 100 to 120 at least.

- For the defenders (designated name): "I SS Panzer Corps", since it was stationed nearby Caen areas at the moment.
And because of their original designated name: "Panzer Lehr" is just an absurdity. Since Panzer Lehr was already had been sent to defend 'Saint Lo' sector from the American forces.
Plus, the details in the mission select menu and one dialogue from the briefing scene also said that the attackers are 'SS'.
- I SS Panzer Corps at the moment consisted of Waffen SS units as a majority (1st and 12th SS Panzer Divs), and Wehrmacht troops from 272nd ID.
- Jadgpanther is certainly NEVER EXISTED during the Battle for Caen. The very first time they saw action is July 30th, 1944 near Hill 309, during the Allied's Operation Bluecoat (Im44 mod's custom mission).
It should be replaced by "Jagdpanzer IV" with L48 gun (Im44 mod). And to be honest, it could appear only in the Market Garden and Trun campaigns, even in the last mission of the American campaign (Chambois).
- Hetzer is VERY UNLIKELY to exist in the Normandy battles. Its first action ever on the Western front was possible during the Battle of the Bulge.
It could be replaced by other types of fighting vehicles like the self-propelled artillery: either Wespe or Grille.
- In the arrival of the German forces cutscene, all Jagdpanthers need to be changed into:
1) All of them can be King Tigers or 2) Two Tiger Is and one Tiger II/King Tiger (Im44 mod).
- King Tiger in this game has the Porshe turret (a weird-looking one), it should be changed into a regular Henschel turret instead (Im44 and EaW mods).
Optionally, add some Waffen SS troops to run along with the tanks.
- In the last cutscene:
1) More corpses at the beginning of the scene, mix between Canadians/British troops and Germans.
2) Canadian/British troops should be inspecting the King Tiger's wreckage instead of Pz. IV.
3) Either Union Jack or Canadian flags should replace Relic's fictional British flag.


CH.9 - Bourguebus Ridge
- Designated name should be either '7th Armoured Div' or British's "8th Corps". And B-Coy can optionally change into '11th Armoured Div'.
While the 3rd Battalion, of course, the Ad-Hoc unit.
- For the 'population capacity' reason, I believe just two Cromwell tanks as a start could be enough.
- Population capacity should be increased: From 100 to 120 at least.

- Same as the old game the 1st SS Panzer Div can be the defenders.
But the Flak crews (artillery) and hill defenders could be the 16th Luftwaffe field division troops (Im44 mod, their uniforms are mentioned in CH.6).
- Removed Jadgpanther and Hetzer for the reason that I had mentioned in CH.7 and replaced them with other vehicles like Jagdpanzer IV, also either Wespe or Grille.


***New campaign arrangements:

CH.2 (NEW) - Odon river/Tourmauville and Baron-sur-Odon (the areas in front of Hill 112)
- The Royal Scots Engineers should be served as the Ad-Hoc unit (as same as the 3rd Battalion).
While the main assault force should be the 15th (Scottish) Infantry Division. And the reinforcement with Churchill tanks should be 11th Armoured Div.
- Waffen SS units (defenders):
1) The Main defender is the 12th SS Pz Div. While 1st SS Pz Div can appear mainly as supporting and counter-attacking units. Or easier way: 'I SS Panzer Corps' as a designated name.
2) Add some SS mortar crews in this mission. Since German forces extensively used the mortar to defend the Hill 112 areas.

- More accurate and respectful portrayal of Operation Epsom. Since the British forces NEVER capture the Hill and they withdraw from their captured grounds:
1) The mission starts on June 27th, the second day of Operation Epsom.
2) After establishing the base, the next objective is to 'cross the Odon river', then capture the town of Tourmaville and re-establishing the base.
3) Change the date settings to June 28th, cutscene is optional.
4) Preventing Tourmaville from the brief counter-attack by 1st and 12th SS Pz Divs. Few Panthers or Panzer IVs can appear during this section.
5) Arrival of the Churchill tanks from 11th Armoured Div (reinforcement).
6) Capture Baron-sur-Odon, a village that should be located on the south-east of Tourmaville (relocation for realism sake).
7) For the final cutscene, the date settings should be June 30th:
7.1) After several defending Baron-sur-Odon from the German counter-attacking on the previous days, British high-commands decide to end the operation and finally order all the troops to retreat across the Odon River.
7.2) This causes upset and turmoil among Scottish and British troops, but Major Blackmore convinces everyone that they will come back to capture their lost grounds again.


CH.3 (NEW) - The town of Carpiquet and the northern part of the airfield
- Attacker: 3rd Canadian ID + 3rd Battalion (Ad-Hoc), and optionally, the Royal Commandos (if Relic want to introduce them that bad)
Defender: 12th SS Pz Div

- More accurate and respectful portrayal of Operation Windsor (July 4th):
1) A date setting should be July 4th, the first day of Operation Windsor.
2) For starting units, either keep using the commandos as in the original version or just using the regular Canadian forces (if using the Canadian forces, then the first cutscene could be different from the original version).
3) Change from attacking the HQ buildings on the western areas of the airfield to attacking the town of Carpiquet (north). Both HQ buildings can be located in a different section/part of the town.
4) Establishing the base and gain more reinforcement after destroying both HQ buildings.
5) Capture the northern hangars (relocated) of the airfield and eliminate all the troops defending the position.
6) [Optional] defend the northern hangars from a brief German counter-attack.


CH.4 (NEW) - Carpiquet and the northern part of the airfield Pt.2
- Defender: 3rd Canadian Div + 3rd Battalion (Ad-Hoc) and optionally, the Royal Commandos
Attackers: 1st SS Pz Div, supported by 12th SS Pz Div (or just I SS Panzer Corps)

- More accurate and respectful portrayal of Operation Windsor (July 5th):
1) A date setting should be July 5th, the second day of Operation Windsor. Also mention that another Canadian group, the 'Royal Winnipeg Rifles' (RWR), had failed to capture the southern hangar area.
2) Prepare defensive positions on the northern hangars and the town of Carpiquet (preparation time should longer than the original, also more pop-cap).
3) Defend yourselves from the several waves of the German counter-attacking forces. They can come from three different directions.
3.1) The main one - from the east/south-east of the northern hangars.
3.2) The second main - the east of Carpiquet.
3.3) The south of northern hangars (few or moderate).
4) Main German tanks could be Panzer IV (mainly Ausf.H), and Panthers can appear in moderate numbers. At least two 'Hummel' can appear in the mission (we can destroy them with artillery).
Other additional vehicles like: Sd.kfz.231 (Im44 mod), Jagdpanzer IV (L48, Im44 mod), Flakpanzer 38(t) (Im44 mod), Wirbelwind, Sd.Kfz. 251/17 (with AA gun), Grille and Wespe can appear too.
5) Add some German mortar units and a few Nebelwerfers too.
6) The final cutscene should be showing a huge amount of losses on both sides, especially the Germans. And preparation for the direct attack on the city of Caen.


CH.5 (NEW) - Caen Pt.1
- Attackers: 3rd Canadian Div + 3rd Battalion (Ad-Hoc), and British's 3rd ID (as a replacement for B-Coy)
Defenders: 12th SS Pz Div (main), 16th Luftwaffe Field Div (few or moderate, mostly for Flak and AA guns crews)

- More accurate and respectful portrayal of Operation Charnwood (July 9th):
Note: See the previous "CH.6 - Caen Pt.1" for reference on the Caen buildings.
1) A date setting should be July 9th, the second day of Operation Charnwood. Also, the day that Allied forces directly attack and capture the northern and middle parts of Caen.
2) The first objective is helping British's 3rd ID (former B-Coy) on the east of the city, like in the original version.
3) Capturing the northern parts of Caen still the main objective like in the original version. But some locations need to be changed for the sake of 'Realism'.
3.1) The ruin of St Peter's Catholic Church (Église Saint-Pierre de Caen) should be located on the south of Caen Castle (starting location).
3.2) A layer/height of the fictional church's slope/hill need to be adjusted to become lower or as same as the rest of the map.
3.3) A location of 'Port de Plaisance' should be slightly closer to the Caen Castle areas (starting point) and the new St.Peter church on the map.
3.4) Presbytery Saint Gilles (Église Saint-Gilles de Caen), replaced the original Relic's St.Peter ruins. Also, add Saint-Gilles Church (Caen) nearby Presbytery Saint Gilles to the north/north-west.
And recommend moving both of them away further from a canal/river (canal de caen à la mer) and Nouveau Bassin (the island in the middle part of Caen) to the north.
3.5) Parc Michel d'Ornano (park) and nearby buildings that close to the Presbytery Saint Gilles church can appear on the map or the outside area (out of the map).
3.6) Tall bunkers near the fictional church's slope need to be removed or changed into regular ones (since there should be no slope or high ground in that area).
3.7) St John's Church (Église Saint-Jean de Caen), located on a further south/south-east of the St.Peter church and south-west of Port de Plaisance.
3.8) The fictional monument 'square' area and flak 'plaza' area should be removed.
4) Just for this mission, the main capture grounds should be (northern parts):
4.1) St Peter's Catholic Church areas. And the nearby areas that not yet reach the 'Port de Plaisance' and the Orne river.
4.2) The areas before Saint-Gilles Church and Presbytery Saint Gilles.


[Optional] CH.6 (NEW) - Carpiquet and the airfield
Note: This mission is the optional one, the protagonist can just mention this event as in the dialogues (featured in the next mission).
- Attackers: Either 8th Canadian Infantry Brigade or 3rd Canadian Div (as the main unit) + [Optional] Royal Canadians (Relic's fictional unit) and [Optional] the Royal Commandos
Defenders: 12th SS Pz Div (main) and elements of the 1st SS Pz Div.

- More accurate and respectful portrayal of Operation Charnwood (July 9th):
1) Date settings still be the July 9th, the same moment with the previous mission (NEW CH.5).
2) Preparation and attack on the eastern part of the airfield.
3) Several barricades (mines and such), bunkers, mortars, and anti-tank guns along the way.
4) Either capture or destroy the main HQ (air control) building will end the game.


CH.7 (NEW) - Caen Pt.2
- Attackers: 3rd Canadian Div + 3rd Battalion (Ad-Hoc), and British's 3rd ID (as a replacement for B-Coy)
Defenders: 21st Pz Div (main), 12th SS Pz Div (moderate), 16th Luftwaffe Field Div (few, mostly for Flak and AA guns crews)

- More accurate and respectful portrayal of Operation Charnwood (July 9th):
1) Date setting still be July 9th, as a continuation of both NEW CH.5 and 6.
2) Similar to the old version, capture the rest of Caen's northern part and middle part. Which including:
2.1) Saint-Gilles Church (Caen)
2.2) Presbytery Saint Gilles (Église Saint-Gilles de Caen)
2.3) St John's Church (Église Saint-Jean de Caen)
2.4) Nouveau Bassin (the island in the middle part of Caen)
3) In the end, the protagonist should have mentioned that British and Canadian forces were only able to captured half of the Caen (Northern and middle parts). Not the entire city.
- The rest about buildings and map/scenarios in overall is already mentioned in CH.6 above.


CH.8 (NEW) - Hill 112 Pt.2
- Attackers: The Royal Scots "Greys" Engineers should be served as the Ad-Hoc unit. While the main assault force should be the 43rd Wessex Div.
- Defenders: 9th and 10th SS Pz Divs, or just simply describe them as II SS Panzer Corps. And optionally for Tigers, their designated name can be 102nd SS Heavy Panzer Battalion (Im44 mod).

- More accurate and respectful portrayal of Operation Jupiter (July 10th):
1) Date setting is July 10th, the first day of Operation Jupiter.
2) For the map, the southern part of the hill could be extended for setting up a new defensive position.
3) The weather should be cloudy first, then raining toward the end of the game (similar to the first Osterbeek mission from the Market Garden campaign).
4) The first objective is to clear and capture the village of Baron-sur-Odon, then prepare for taking Hill 112 on the south of the village.
5) Same with the original Hill 112 Pt.1, creeping barrage first then capture the hill.
6) After the hill is captured, the next thing is a preparation for German's massive counter-attacks. There should be at least 10 minutes for preparing the defensive lines around the hill.
7) Then the cutscene sequence:
7.1) Show the date setting has been changed into July 11th (midnight). And during this time, the storm should be arrived/occurred.
7.2) Massive artillery, Nebelwerfer, and mortar barrages pour into the British defensive positions.
7.3) An arrival of several German Pz IVs, Panthers, and Tiger Is.
8) Similar to the original version, the counter-attacking units should attack from all directions. But especially the southern, eastern, and western parts of the hill.
Note: During the defending, one of the protagonists should mention that there's intense fighting at the village of Maltot and soon the British forces will lose it.
9) Similar to the original version, British reinforcements will keep arriving to help the players.
10) Due to heavy losses and possible future counter-attacks, the protagonists decide to abandon the hill summit and retreat to the northern slope of the hill.


CH.9 - Bourguebus Ridge
Note: As the same as the 'normal' version above.


[Updated: June 9th, 2023] CH.10 (Bonus mission) - Hill 226, east of Hill 309 and the village of Saint-Martin-des-Besaces
Note: This is an OPTIONAL bonus mission for the game, inspired by a custom mission from Im44 mod. Their purpose is to serve as a proper debut mission for the 'Jagdpanther'.
- Attackers: Either '15th (Scottish) Infantry Division' or '6th Guards Tank Brigade'. And either Royal Scots or 3rd Battalion as the Ad-Hoc unit.
- Defenders: 326th Infantry Division and 2-3 Jagdpanthers from '654th Heavy Tank-hunter Battalion'.

- More accurate and respectful portrayal of Operation Bluecoat (July 30th):
1) Date setting is July 30th, 1944. The first day of the operation.
2) For the first cutscene details:
2.1) Arrival of the Churchill column on the battlefield and Scottish troops at the hill.
2.2) Got arty bombardment which knock out one of the Churchills, then later ambushed by two Jagdpanthers, ten of Churchill tanks have been destroyed.
3) Our objective is to build new Churchills and troops and try to flank German troops and Jagdpanthers from either left or right.
4) Along the way, there should be some hidden mines. Along with MG positions, snipers, and some mortar crews.
5) Ambush or counter-attacks event by German forces is optional, inspired by the custom level by Im44 mod. And recommend the German counter-attacks unit to be 21st Panzer Division (Im44 mod).
Note: 21st Panzer Division got quite a lot of French tanks in use, mix with other German vehicles like Panzer IVs.
6) Two results for the mission to choose:

6.1) After two Jagdpanthers are knocked out, the rest of the German troops will be pulling out/retreating.

6.2) According to Mark Felton's video, the Jadgpanthers are abandoned and destroyed by the retreating German soldiers.: Jagdpanther vs. Churchill - Normandy 1944 - YouTube

Thus, the second scenario I can imagine is the tank destroyers will retreat of the map when they are badly damaged. And at the end of the mission, the last cutscene could have shown that the Brits later found the remaining of the Jagdpanther's wreckages which were abandoned and burned down by the retreating German forces.


For every British mission in general (also as for reminder of things I've mentioned previously):

- Every British soldier should have a proper tunic's color (every infantry unit and vehicle crew).
- British soldiers on a main menu's loading screen (artwork) need to have a proper color on their tunics.
- There should be an option to remove faction colors in the Campaign menu.
- More realistic color and insignia/markings for every British vehicle.
- British Population caps much be increased, especially in later missions.
- 3rd Battalion and Royal Scots Engineer should appear as a special Ad-Hoc unit in most of the missions. As frontal support for the real British divisions that supposed to exist in each mission.
- For both sides, the 'mirror' textures system for infantry models causes a lot of trouble for modders.

- For more appropriated German uniforms, please check Im44 and Eaw mod (great examples). Because the German troops with pyjamas are absolutely unbearable.
- Several German infantry units should have headwear variations.
- **Better uniforms and variations on Luftwaffe infantry units (Im44 mod).
And for the entire British campaign, a color on their collar tabs should be 'Green' (Field Division).
- From above: As for the Flak (artillery) crews, the 'Piping' on the collar tabs could be 'Red'.
- 'Volksgrenadiers' term never existed or used during the Normandy battles.
- STG-44 among most of the regular infantry units should be replaced by MP40.
- Add Waffen SS units among the specific missions that they deserve to be featured (vital to the storyline and the battle locations).
- Slightly decreased Panzerschreck among German troops a bit, since it wasn't that common during wartime.
- More appropriated camouflage patterns for every German vehicle, especially tanks. For the great examples - Immersion 1944 mod.
- StuG IV, Jagdpanther, and Hetzer should be mainly replaced by Jagdpanzer IV (L48), and other vehicles (except the Jagdpanthers in the bonus missions).
- A main model for the Panther tanks could be the "A" model (Ausf.A), while "G" model (optional) can appear in few numbers.
- Since only 41-45 of the Flakpanzer IV Ostwind ever produced, it should be replaced by other appropriated Flak vehicles.
- Damage output and health on most of the vehicles (all factions) must be improved (EaW mod).
- An extremely weird design of the Pantherturm (with bunker underneath it). For the sake of realism, the bunker part should be removed and leave only turret (no need for any squad to get inside it).
- Additional info on error/mistakes of the German vanilla tanks by Halftrack (Im44 mod creator), you can check on "Part 1" article.


That's it for Part 2! If you have any disagreement, questions, or even more suggestions, feel free to leave them here in the comment section.

In addition, you can check a similar topic about Call of Duty World at War from here: Moddb.com

Bonus
Immersion 1944 mod link: Moddb.com
Europe at War mod link: Store.steampowered.com


[Updated] Here is Part 3 (final): -> Moddb.com


FeReise (and Halftrack)

This is gonna be the first topic about my thought on the Company of Heroes. Mainly focus on its immersion/authenticity, historical mistakes, and suggestions to improve it.

First of all, this game is one of my favorite WW2 RTS video games. Mainly because of not-so-complicated gameplay, amazing soundtracks, well-arranging maps and environments, interesting campaigns, and still fun and challenging to play in Multiplayer and Skirmishes mode 'til nowadays.
However, with my own personnel research and a lot of help from my friends, I regret to say that this videogame has a disappointingly gigantic amount of historical inaccuracies. And to be honest, I can only give its accuracy rate for only around 30% or lower than that.

Thus, the vast amount of mistakes in this game is the main reason why I decided to create this topic. Just for an educational case for those who REALLY INTERESTED in historical and realism content.
Also as a suggestion to make the future version of this game to be even better and gain more valuable aspects.


US Campaign

CH.1 - Omaha Beach
- In the cutscene, there are some US soldiers got 'Armored Division' insignia on their uniform. They should be replaced by either US Army Rangers or 29th Infantry Division patches instead.
- [Optional] Men of the Able company should have 29th ID insignia on their uniforms (helmet and tunic). Since the troops landed near the Dog-Red sector, which is 29th ID's sector.
***Inspiration: Europe at War mod and Immersion 1944 mod. Many things in both mods (especially uniforms) can be used as an example of what this game should have been, honestly.
- Sgt. Conti should have Sgt. insignia on his uniform.
- Since this mission, US infantry units should have a variation of equipment like backpacks and shovels (Immersion 1944 mod).
- Although the map is supposed to represent the Dog Red - Dog White sector. In reality, Able company of 116 RCT, 29th Infantry Div was landed on the DOG GREEN sector.
- American Sherman with 76 mm gun should never exist during D-day (cutscene).
- It's unlikely that a regular LCVP (Higgins boat) can carry a Sherman Tank, it should be LCT instead.
- After the frontal bunkers were destroyed, there should be US infantrymen left around in the beach areas (as wounded or still hiding in covers).

- Every German dress with the M36 uniform in the cutscene (judge from a collar), it should be either M42 or M43. And to make it even WORSE, almost every German soldier in this game is worn with extremely inappropriate uniforms (some of the fans often mock that German soldiers are wearing PYJAMAS in the battle).
Suggestion: Create their uniforms with the correct color and with more acceptable looking by overall (M42/43). And I'd highly recommend checking the 'Europe at War' and 'Immersion 1944' mods for inspiration.
- The term "Volksgrenadier" NEVER EXISTED during the Battle of Normandy, this unit can appear only in the Market Garden' campaign.
Suggestion: This unit should be renamed as either 'Infantry' or 'Grenadier,' while the original Grenadier unit could be renamed into something like Veteran Grenadier (or they can still be Grenadier if the Volk unit is changed into Infantry).
- Headwear variation for each German squad/units (based on EaW and Im44 mods):
1) Regular helmet (could be M42 version) with no 'Decal' = Majority of headwears among the German forces.
2) M43 Field cap with Wehrmacht/Heer (Army) insignia = Mainly appeared on the Grenadier unit (formerly Volks, mix with a regular helmet on each squad)
And it can be appeared randomly for the other Heer-related units also (fewer helmet variations).
3) Helmet with 'rubber band' and 'nest' cover = Appear randomly in a relatively fewer amount among the German forces, mainly for any unit that's not a regular Grenadier unit.
4) Helmet cover with camo patterns (Wehrmacht Splinter, Tan and Water) = Mainly appear on Wehrmacht elite units (with camo uniforms and such), few or one can appear randomly on some units like Veteran Grenadier.
5) Helmet with leave/foliage cover = Appear randomly in a relatively few or uncommon among the German forces.

- [Optional] Among the Machine gunner squad, one man should equip with MP40, while the other guys should equip Kar98k.
- For Veteran Grenadier, only one or two men equip with MP40 per squad. And in the later missions, some of the Veteran Grenadier squads, along with other well-trained and elite units can equip with hand-held MG34 (more accurate than MG42, but with a lower rate of fire).
- MG42's rate of fire in the cutscene should be higher.
- Just one bullet from a rifle is enough to kill the leading guy in the cutscene, pouring an MG fire on him is pretty much overkill, ridiculous, and unnecessary. Well, except in the case if somebody tries to 'unnecessary' portray the Germans on MG as the 'inhumane' being as possible.
- Like in so many games and movies before, they portray a couple of FICTIONAL Giant bunkers defending the Omaha beach.
In reality, many of the 'Schnabelstand' are just smaller and quite different or share some of the similarities to what appeared in media (there are big ones too, but few). Especially, those on the Omaha beach. And honestly, the most realistic depiction of Omaha Beach in the video game is possibly the 'Omaha' map in "Hell Let Loose".
*Fact: The main purpose of Schnabelstand was just an observation tower, but also can be used as a pillbox too (possibly for emergency case).
Also, a guy name TK622 leave this interesting comment on REDDIT:
"Most video games do not try to recreate the D-Day landings but rather try to recreate Saving Private Ryan, which is why that type of bunker is prominently featured in so many digital depictions of D-Day.
It is, in part, a way to get people to recognize iconic imagery, to get them to buy a product. Basically, they all look like that because of lazy game design and marketing."
Original: Reddit.com


CH.2 - Vierville
- In the cutscene, it claimed there were 3 Airborne divisions participate in the Normandy invasion. It also shows in the cut-scene that there are 82nd Airborne Div, 101st AD, and 'unknown/unnamed' AD landed behind Utah beach.
But as for the well-known fact, only 82nd and 101st existed during the battle behind the Utah sector. Another actual airborne division is the British 6th AD, which landed behind the Sword beach sector to capture the Benouville bridge and village.
- In the original version, every airborne troop equip with an M1A1 carbine. This should be changed and rearranged:
1) Per one squad (6 men), about 3-4 of them should equip with M1 Garand (mix with M1A1 Carbine).
2) The unit can be upgraded either to equip with M1A1 Thompson or M9A1 Bazooka (Europe at War mod).
- In reality, the landing was so messed up, some of the 82nd men landed on the 101st landing zone and temporarily join up with 101st men to survive and help each other to clear the enemies and capture their objective.
Thus, the airborne troops with 82nd insignia on the uniform/model should be included in this mission. Recommend to be some of the stragglers, who later join the player squad after capturing each checkpoint.
- There is one major problem with the model textures (every faction and every unit). Because of the 'mirror texture' problem, the insignia that suppose to only exist on the left side of the models will also appear on the right side also (reflection problem).
This kind of texture MUST be changed in the newer version, for the sake of realism and authenticity. Especially for American and German units.
- From above, as for US 101st airborne: No patch on their right arm, and 101st AD patch on their left arm.
While for the US 82nd airborne: American flag patch on their right arm, and division patch on their left arm.
- The US paratroopers call sign should be 'Flash' first before responding by 'Thunder.'
- Since this mission, the US flag and the 82nd arm patch should be the '48 star' version.

- [Optional] Add the OSTTRUPPEN troops with 'Georgia legion' insignia on this mission. Appeared fewer than regular Heer troops and scattered around the map.
Headwear: Randomly mix between M40 field cap, M43 field cap, and regular helmet.
- [Optional] As for 'unit assignment/designated name' (Division, regiment, battalion) for the Ost-troops in this mission, highly recommend being the 709th Infantry Division.
While for the regular Heer units, they could be just simply labeled as 91st Infantry Division.
- Wehrmacht elite unit like 'stormtroopers' shouldn't appear on this mission yet (recommend to appear since Montebourg/Ch.5 mission).
- Since stormtroopers serve as the elite unit Wehrmacht/Heer faction, so it's HIGHLY RECOMMEND for them to wear a smock with ***proper Wehrmacht camouflage patterns.
Example: Wehrmacht Splinter pattern and Tan and Water pattern (EaW and Im44 mods).
- Presence of the Panzerschreck among the German forces should be fewer. And it should appear only with well-trained and elite units like Veteran Grenadiers, Panzer Grenadiers, Stormtroopers.
In addition, the Veteran Grenadier squad, along with other well-trained and elite units occasionally have the ability to use Panzerfaust (COH2).
- By a historical fact, Sd.Kfz.251 shouldn't be a common vehicle among the German forces. Their presence should be reduced throughout the game.
In addition, apart from reducing the 251 Half-track I'd recommend adding more variation of the German (light) armored fighting vehicles throughout the campaign.
Such as those originally featured in the 'Panzer Elite' faction: Sd.Kfz.221 (scout car), Sd.Kfz.222 (Light Armored Car), and Sd.Kfz.250 (infantry half-track).
- Add a variant for the Opel Blitz truck, the 'open canopy' (empty one, without supply crates on it). So the German soldiers on the truck could have the ability to occupy the truck and fire back at the enemy (especially those with machine guns).


CH.3 - Carentan
- Just for precaution, every US airborne trooper in this mission should be the 101st AD.

- In the original version, all of the defenders are Wehrmacht/Heer forces. But in reality, ***German paratroopers of the 6th Fallschirmjäger regiment were those who defended the town of Carentan.
Thus, every or most of them MUST be changed into the Fallschirmjäger units (EaW and Im44 mods).
- Appearance of FJ units:
1) Jump smock with Luftwaffe Splinter camo (majority)
2) [Optional] Fewer jump smock with Tan and Water camo
3) Some jump smock plain greenish color
4) Camo helmet - Luftwaffe Splinter and Tan and Water (optional) patterns. Camo 'painted' helmet can appear as another optional choice.
5) Non-camo helmet - Randomly appear along with the camo version, few or some of them can appear with only 'Luftwaffe Eagle decal' on the left side. The rest is just a no decal helm.
- Most of the FJ units should equip with Kar98k, some randomly equip with MP40, STG44, Gew 43, and handheld MG34 in a few numbers. While fewer can be equipped with FG42.
- ***Highly recommend adding MG42, anti-tank (Pak 40) crews, and mortar squads version for FJ units.
- If the regular Wehrmacht units (like infantry) have to appear on this mission, then they should appear together with the FJ units also (EaW mod).
And the name of their assigned unit should be 91st Infantry Division.
- ***Wehrmacht pioneers uniform (engineers) MUST BE CHANGED, the original one is literally grey Panzer jacket + SS eagle rune on both of their arms.
They should have dressed as a regular Heer troop, plus goggles on helmet and engineer equipment (EaW mod).
- German sniper and Sd.Kfz.234 'Puma' is unnecessary to be appeared in this mission (yet). The sniper should have been introduced in Cherbourg/Ch.6
While for Puma should be replaced by an additional new vehicle: Sd.kfz. 231 rad (Im44 mod).
- [Optional] The counter-attacking forces (the newly arriving troops that try to rescue their comrades who are defending the city hall areas), can be mostly replaced by FJ troops (EaW mod).
OTHERWISE, recommend adding the new unit to mix with the counter-attacking FJ troops: 'WAFFEN SS UNITS' (more details in the next chapter).
Based in 17th SS Panzergrenadier Div that already arrive on June 12th. However, most of them still stay behind the frontline and only a FEW did help the 6th FJ defend the edge of the town (notably the Carentan train station).

- The real Carentan church, 'Notre-Dame Carentan' needs to replace the fictional and smaller church.
- Compare with the real counterpart, the urban areas of the Carentan map should be slightly bigger, especially the area beyond the city hall.
- ***No canal flow into the center of the town in reality. The real one, 'La Taute' is situated in the eastern part of town.
- From above, the fictional canal could be replaced by either normal road (Im44 mod) or railroad instead.
- In reality, the 506th regiment of the 101st AB Div start attacking the town from the south. Not on the north like in the game (judge from a position of the great church and direction of the German retreat and counterattack).
- From above, there shouldn't be the Cafe in that (northern) area at all. It was possibly just an attempt to bring the 'Band of Brother' vibes into the game.


CH.4 - Fictional Carentan Counter-Attack (Bloody Gulch wannabe)
- This mission is FICTIONAL. The battle in the original game is set inside the town of Carentan areas. But in reality, it should be 'Hill 30' areas, South-West outside of Carentan (commonly known nowadays as Bloody Gulch). Probably either deadline or laziness was a reason for this.
My suggestion is to create the entire new map/mission-based on Hill 30 vicinity to replace the old one.
1. Three defensive lines (or just two):
1.1) First line - Similar to what's appeared in the Band of Brother, a bunch of trench ditches with bushes and trees nearby. Including some empty areas to build other fortifications and placing the Anti-Tank guns.
1.2) Second (optional) - Similar as above, but with better and longer trenches and covers by overall.
1.3) Third - At the edge of Carentan. Some of the town buildings can appear among these areas, and they can be captured for defensive roles (similar to the church and the areas beyond the fictional canal in the old version).
[Optional] Railroads can appear at the edge of the map, and that can be where the Sherman tanks arrive.

2. Cutscenes:
Similar to the old ones, but a lot needs to be changed for the real settings and environment.
2.1) The original cutscene with airborne troops and that drunken NCO inside the town (or the edge of town) can still be in the game.
2.2) Add cutscene with the preparation of the airborne troops nearby the Hill 30 areas, suddenly it was interrupted by German mortar fires.
2.3) The airborne frontal troops/recon team (beyond the first defense line) encounter the front/recon units of the Waffen SS and FJ.
-- Objective menu and preparation start --
2.4) After the preparation time is over, the cutscene then shows how preparedness, alertness, and anxiety the airborne troops are (similar to the old ver).
2.5) Then all of the recon team retreat back to the first defense line, most of them have pale frightening faces.
2.6) When the NCO try to ask one of the retreat guys about what was happening on the front. One of the StuG IV appears, following by Waffen SS and FJ troops (other armored vehicles can be included).
-- After defending the 3rd line --
2.7) Then the rest of the cutscenes could be the same or similar to the old version.

3. Preparation - Similar to the old version, the player has to prepare all the defensive lines (especially the 2nd and 3rd line) with new and additional defensive objects or weapons. Also placing troops and arming them with better weapons and equipment.

4. Objective menu - Map and dialogues certainly have to be changed for the realism sake, because the old ones mentioned all about fighting 'inside' the town and retreat to the church, which NEVER happened in reality.
- One of the dialogues mentioned the name of the 17th SS Panzer Division, it should be changed into 17th SS 'Panzergrenadiers' Division.

- While retreating to either 2nd or 3rd defensive lines. One of the airborne should mention that 'Easy company' (Band of Brothers folks) and 502nd regiment still holding the right flank.
- ***The 'Able company' (of 29th Infantry Div) should serve as the 'cohesive fighting force' or the 'Ad Hoc' unit that joining the 2nd Armored Div in the Bloody Gulch battle.
Honestly, they should have and maintain this AD-HOC ROLE throughout the entire campaign. Because replacing the actual units with a fictional group of 'protagonists' is utmost unnecessary.
And it can be seen as an act of disrespect toward the veterans and their units that actually fought in the real battles.
- As from above, their designated name should be something like Able Company (Ad-Hoc) and 2nd Armored Division.
- [Optional] Since this mission, the Able company (Ad-Hoc) infantry should be dressed in an uncommon HBT camo uniform (Im44 mod).
Based on the uniform worn by 41st Infantry Regiment troops of the 2nd Armored Division.
- It quite hard to inflict 300 and 350 casualties in this mission. Maybe the medal condition needs to be lowered a bit or maybe it might be better if the map has been properly changed from fighting in a town into the rural areas (Hill 30).

- Majority of the enemies in this mission MUST BE THE WAFFEN SS UNITS.
- Type of the Waffen SS infantries throughout the game:
NOTE - SS insignia on the uniform is optional, but SS camo patterns are very necessary.
SS Grenadier - 6-7 men Plane tree camo smock and Helmet, Kar98k at least 1 with MP40 on some squad
SS MG crew - 3 men with Oakleaf Spring camo smock and helmet
SS Pioneer - 2-3 men with Dot 44 camo on tunic and trouser + eagle rune on the left arm and no camo helm
SS Pak crew - 3 men each, camo can be Planetree smock + helm
SS Mortar - Dot 44 camo on tunic only or both tunic and trouser + eagle rune on the left arm and no camo helm
SS Officer - SS Visor cap with Oakleaf Spring smock, his rank can be captian (Hauptsturmführer)
SS Sniper - Either Dot 44 tunic or Oakleaf Autumn smock (Im44 mod) + Foliage helmet
SS Stormtrooper - Oak leaf Spring smock + Dot 44 trouser + Oakleaf Spring camo helm
SS Tankbuster (optional for this mission) - Either Dot 44 on the tunic and trouser or Oakleaf Autumn smock + Dot 44 trouser + Oakleaf Autumn camo helm

- ***Or even more complex method, do like the Im44 mod: make each Waffen SS Divisions in Normandy wearing a different set of uniforms.
As for 17th SS, most or all of them should have worn Plane tree and Oakleaf Spring "Smock" camo pattern (Im44 mod).
For the 2nd SS Panzer Div that could appear mainly in both Mortain missions (Ch.12 and 13) and the last mission (Chambois/Ch.15) - Mix between SS smock and SS tunic and trouser models (Im44 mod).

- Fallschirmjäger can appear along with Waffen SS as a 'separated' unit: their units should have their own designated name as 6th FJ Regiment.
They can appear in this mission as a fewer number than the SS (Im44 mod).

- Add more light armored vehicles: Sd.kfz.221 (scout car), 222 (Light Armored Car), and 251. While Light AT Half-track (SdKfz 250/10), Funkwagen 'vampire' (SdKfz 250 with antenna), and mortar (SdKfz 250/7) versions are optional.
Additional new vehicle: Sd.kfz. 231 rad (Im44 mod).
- Add a few or at least 1-2 'Marder III' Tank Hunter, since 17th SS Pzgd Div also had them as well.
- In the original version StuG IV appeared in a large number. While in reality, only 12 assault guns/tank destroyers participated the battle (StugIV is a majority among them).
What it should be: StuG IV should appear in relatively fewer/uncommon numbers, the rest should be other vehicles I had mentioned above.
- As for this mission, every AIs who manned/operated enemy vehicles should wear the Waffen SS uniform.
- From above, the SS manned vehicles should have SS license plates (Im44 mod).


[UPDATED June 9th, 2023]

According to Band of Brothers by Stephen E. Ambrose, the reason why German forces stalled down and later fall back is also the intense bombardment from American mortar and artillery units. Because of this, there should be an option to call artillery off-map available from the beginning or during the mid-game also.



CH.5 - Montebourg
- In reality, the US 4th ID & 70th tank battalion are the main attackers into the Montebourg sector.
WISB (What it should be): Able company should serve as additional reinforcement or the frontal assault/cohesive fighting force (Ad-Hoc) unit.
Thus, the designated name for the US faction (in this mission) should be something like Able Company (Ad-Hoc) and the 4th Infantry Division.
- A Sherman tank with a 76mm gun shouldn't exist or appear in this mission as an unlockable yet. It should be available at least in the St.Fromond mission (July 5th, 1944 - Mission 8).
- Since this mission, T26 Pershing shouldn't be included or appeared in the tech tree yet.
- Although designed in 1943, the Sherman Calliope should never exist in the US army before December 1944. It should be replaced by "M7 Priest" instead.
- The limited capacity of the US side should be increased a bit, recommend to be either 85 or 90.

- Add the Osttruppen troops with 'Georgia legion' insignia on this mission, to represent those foreign conscripts in the 709th Infantry Division.
- Since the 'Panzer Lehr' (130th Panzer) Division didn't exist/appear in the American vicinity yet (they arrived in July 1944). So, just mention them as an 'elite tank unit' should be enough.
- Panzer IV medium tanks shouldn't appear that much in the Montebourg-Cherbourg areas. They should be decreased or replace at least half (or all) of them into Pz.III Ausf. L instead (Im44 mod).
- Other kinds of tanks that could appear in this mission: German captured Hotchkiss H39 or Renault R35 (french) tanks.
- StuG IV should be removed and changed into StuG III Ausf. G instead. Since StuG IV was mostly appeared in well-equipped or special units in the Normandy theater (like 17th SS, for example).
- The surrendering AIs system (appear Market Garden campaign) could be useful for German units in this mission.
- Since this mission, the number of German units with Panzerschreck should be decreased, way too many of them appeared in this game if you ask me.


CH.6 - Cherbourg
- 4th Infantry, 9th, and 79th Infantry Divisions are the main attackers in the Cherbourg areas.
While the Able Company should serve as a special/Ad-Hoc unit.
- Same as Ch.5, Sherman with 76mm gun shouldn't exist in this mission yet.
- In reality, at least 4 Sherman Crocodiles ever existed in 1944. And that means it should never appear as a mass-produced tank in Normandy.
More info: Tanks-encyclopedia.com
- The limited capacity of the US side should be increased, recommend being either 85 or 90.

- Since there were more than just '739th Grenadier Regiment' defending Cherbourg in reality (709th ID, 77th ID, 243rd ID, the element of 91st ID, and Naval forces).
The enemy's designated name should be something like 'Cherbourg garrison' instead.
- Add the Osttruppen troops with 'Georgia legion' insignia, to represent those foreign conscripts in the 709th Infantry Division.
- Wehrmacht/Heer sniper should have headwear variations, apart from the M43 field cap.
- [Optional] Kriegsmarine Naval infantry can appear in a moderate amount (Im44 mod).
- StuG IV should appear lesser or mostly replaced by StuG III Ausf. G, or even Marder III and the captured French Assault gun like '10.5 cm leFH18(Sf) auf Geschützwagen 39H(f)' (Im44 mod).
Also, the other captured French tanks can appear in this mission as well.
- In reality, only 41-45 of the Flakpanzer IV "Ostwind" had been ever produced. So it was supposed to be an EXTREMELY RARE vehicle and they were very unlikely to exist in the Battle of Normandy. In fact, according to Halftrack (Im44 mod creator), the Ostwind also didn't enter service before 1945, a single prototype unit might have been part of 1st SS Panzer Div during the Ardennes offensive.
As for regular/not so well-equipped German units, it should be replaced by a more common Anti-aircraft vehicle like 'Sdkfz 7/1' with 38mm AA gun instead (Im44 mod).
- The surrendering AIs system (appeared in the Market Garden campaign) could be useful for German units in this mission.


CH.7 - Sottevast V2 Base (that should be abandoned)
- This mission is mostly fictional. The construction of the real Sottevast V2 Bunker was unfinished, and the site was abandoned by the German forces.
- 504th Parachute Infantry Regiment of the 82nd Airborne Division is the one that captured Sottevast (abandoned) V2 base, not 101st AD.
- Since no one exactly knows which German unit was responsible for commanding the base, the German units can be solely Wehrmacht/Heer forces.
- Ostwind should be replaced by something else like Sdkfz 7/1, while Panzer IV (optional) can be replaced by either Panzer III or captured french tanks (Im44 mod).


CH.8 - Saint-Fromond
- Operation Cobra occurred during July 25th–31st, 1944, not July 7th. And the attacking Saint-Lô never be a part of the operation also.
- 3rd Armored Division and 30th ID are the main attackers in the Cherbourg areas. While the Able Company is a special/Ad-Hoc unit.
- At this stage, the Sherman with 76 mm (unlockable) could be allowed to use.
However, instead of replacing the regular 75 mm Sherman tanks, it should appear as a completely different tank (EaW and Im44 mod).
- The limited capacity of the US side should be increased, recommend being 85 or 90.

- Although the 38th regiment of 17th SS Pzgd Div is acceptable for the enemy's designated name.
But in reality, German got quite a several forces in the areas as well, not just the 38th regiment.
Such as Kampfgruppe Wisliceny from 2nd SS Panzer Div and some other Wehrmacht units.
More info: History.army.mil
- For SS uniforms, either see CH.4 or check Im44 mod.
- Goliath normally requires a cable wire to operate remotely, but this is quite acceptable for a gameplay reason.
- StuG IV can appear again in this mission (for the 17th SS unit), and it should replace every or almost all of the German tanks in this mission (Im44 mod).
- From above, a couple of Marder III can appear also (Im44 mod).
- As for this mission, every AIs who manned/operated enemy vehicles should wear the Waffen SS uniforms.
And the SS manned vehicles should have SS license plates (Im44 mod).


CH.9 - Hill 192
- Operation Cobra occurred during July 25th–31st, 1944, not July 11th.
- US 2nd Infantry Division was the one who played a major role in capturing the hill.
While the Able Company should serve as a special/Ad-Hoc unit.
- As mentioned in CH.6, no Sherman crocodile existed in Normandy battles. It should be a regular Sherman instead.
- The limited capacity of the US side should be increased, recommend being either 90 or 100.

- The Fallschirmjäger units of the 3rd Fallschirmjäger Division should be the main defenders. Type of the German paratrooper units already mentioned in CH.3 (Im44 mod).
While other kind units like Heer infantrymen and vehicles from the 352nd Infantry Division can appear in fewer numbers.
- 352nd 'Grenadier Regiment' never existed in the Wehrmacht forces. The designated name must be changed into the 3rd Fallschirmjäger Division.
More info: Warfarehistorynetwork.com


CH.10 - Saint-Lô
- Operation Cobra occurred during July 25th–31st, 1944, not July 12th.
- US 29th ID entered the city on July 18th, not 12th.
- This mission is likely to be over-exaggerated, since most of the German forces already retreated from the town during the night between July 17-18th. That's mean the number of German defenders should be (mostly) decreased, including their vehicles.
- From above, the German side should lay more mines and barricades. Also deploy some snipers, machine gunners, mortar crews, and few soldiers in some occupied buildings.
Additionally, few ambush event is highly recommended for this mission.
- A ruin of the real 'Church of Notre-Dame de Saint-Lô' should replace the fictional church/manor in the middle of the city.
- The limited capacity of the US side (75) should be increased, recommend being either 90 or 100.
- Since this mission, 'Hedgerow Cutter' or 'tusks' can be included as a new upgrade option for Sherman tanks.
Because the 'Hedgerow Cutter' on Sherman tank was introduced in Mid-July 1944.

- 352nd 'Regiment' never existed, but 352nd ID is.
- [Optional] Paratroopers unit of the 3rd Fallschirmjäger Division could appear in a few amounts.
- Add more proper color patterns for the Panther and the Tiger Ace's camouflage (check Im44 mod for more info).
- I had mentioned, the extremely RARE vehicle like Ostwind Flakpanzer should be replaced.
As for regular and well-trained unit, it should be replaced by either Sd.Kfz.7/1 with 38 mm AA gun or Möbelwagen (Sd.Kfz. 161/3) with single 3.7 cm Flak 43 L/89.
Or as the optional choice, Flakpanzer 38(t) - An uncommon vehicle, but pretty widespread among Panzer divisions in the Normandy area. Lehr, 2nd PD, 21st PD as well as 1st, 2nd 12th, and 17th SS each had about 12 vehicles (according to the owner of Im44 mod (Halftrack)).
It can appear in few numbers, to represent the main Flak vehicles of the Panzer Lehr (130th Panzer) Division (Im44 mod).
- StuG IV should be replaced by 'Jadgpanzer IV tank destroyer' (L48 version) since it was actually used by Panzer Lehr in Normandy (Im44 mod).
- According to Halftrack, it's unlikely that US forces EVER encountered any TIGER tanks in Normandy, before the Falaise Pocket.
But as for me, however, quite acceptable since it just a single Tiger I belongs to a fictional villain (Shultz) that exists just only for the storyline and dramatic purposes.
- Shultz's Tiger should have a proper camo pattern (any appropriated Tri-color and such).


CH.11 - Hébécrevon (fictional) factory areas
- The Hébécrevon factory area is likely to be fictional, but it's quite acceptable for scenario and gameplay reasons.
- In my theory, the death of Capt. McKay is probably inspired by the death of 2nd Lt. Henry Victo Crawford of the 197th Field Artillery Battalion, 30th Infantry Division.
He died on July 26th, 1944 at Hébécrevon, likely to be killed by German artillery.
More info: Oldhickory30th.com and Oldhickory30th.com
- From above, the date July 25th could be changed to 26th (optional). And 30th ID and 2nd Armored Div (Im44 mod) were likely to be the ones responsible for capturing the area.
- In this mission, the word 'Operation Cobra' can be included in the mission's intro dialogue.
- The limited capacity of the US side should be increased, recommend being either 90 or 100.

- A new German unit that MUST be included: Panzer Lehr Panzergrenadiers
Their uniforms should be similar to the vanilla German pioneers: Panzer jacket (no eagle runes on their arms) + camo helmet (and few camo-net helmets is optional).
Weapons: Mostly Kar98k, while squad leader can equip with MP40. Few of the squads can equip with MG34/42.
Performance: Higher accuracy and damage output than regular soldiers, could be able to use Panzerfaust sometimes.
For example (uniforms and squad): Immersion 1944 mod.
- From above, a few of Lehr's squad can appear as a heavy machine gunner as well.
- In the cutscene, there are the 12th SS Panzer Division and the 5th Panzer Army/Panzergruppe Eberbach appear as retreating German units. However, in reality, they NEVER existed in the Hébécrevon area.
- More proper camo patterns for Panther tanks and the Tiger Ace (as mentioned in CH.10).
- Stug IV MUST be replaced by Jadgpanzer IV tank destroyer (L48 version), since it was actually used by Panzer Lehr Div in Normandy (Im44 mod).
- Flakpanzer 38(t), which is also used by the Panzer Lehr in Normandy, MUST be appeared (Im44 mod).
- The surrendered AIs system (featured in the Market Garden campaign) could be useful for German units in this mission.


CH.12 - Hill 314 and Mortain
- 30th ID was the one who defending the hill. While the Able Company should be served as a special/Ad-Hoc unit.
- For some reason, some historians named the hill as: 'Hill 317'. In reality, as commonly known nowadays, its true name is Hill 314.
- Since this mission, Lt. Conti should have Lt. insignia on his uniform. Or just remove any insignia to protect himself from German snipers.
- The limited capacity of the US side should be increased, recommend being either 85 or 90.

- Although the German designated name is described correctly as '2nd SS Panzer Division' in the game. But for some reason, the narrator describes them as 2nd Panzer Div instead.
And although the 2nd PD actually appeared during "Operation Lüttich", but they attacked on the further north, not directly at the hill.
- As from above and as mentioned in CH.4, the German units in this mission (and CH.13) should be solely the Waffen SS.
- In reality, the 2nd SS successfully took the town of Mortain (they just can't capture Hill 314).
Thus, defending the town should never be an objective. And the German should be able to capture the town as in reality.
- Few Panther tanks (2-3 tanks) could appear in this mission. Since the 2nd SS also got a few of them in the battle (Im44 mod).
- As for this mission and CH.13, every AIs who manned/operated enemy vehicles should wear the Waffen SS uniforms.
And the SS manned vehicles should have SS license plates (Im44 mod).


CH.13 - Hill 314 and Mortain Pt.2
- 30th ID was the one who defending the hill. While the Able Company (and Dog Company) should be served as a special/Ad-Hoc unit.
- US P-47 Thunderbolt should be available as special abilities (Recon, Strafing Run, and Bombing Run).
- The limited capacity of the US side should be increased, recommend being either 90 or 100.

- The German base on the North-West should belong to the 2nd SS Panzer Div, while the base on the East should belong to the 17th SS Panzergrenadier Div.
- From above, the game dialogue: '2nd SS Pz Div' and '17th SS Pzgd Div' should replace the '2nd PD' and '3rd PD', respectively.
- As same as CH.12, the German units should still be solely Waffen SS.
- Few StuG IV can appear in this mission (17th SS Pzgd Div).


CH.14 - Tiger
- As for August 15th, the battle should be situated at the fictional village on the 'Southeast' or 'East' of Argentan (probably a couple of miles outside the town).
Also, the name of the fictional village should be changed from 'Autry' into something else. Because some gamers might confuse its name with 'Authie', a town in the first British mission.
- A major US force presented in the Argentan areas is 'XV Corps' (US 5th Armored Div and 80th ID included).
While the Able company, of course, the Ad-Hoc unit.
- The limited capacity of the US side should be increased, recommend being either 90 or 100.
- T26 Pershing is certainly, definitely, and absolutely NEVER EVER EXISTED in the Battle of Normandy.
But if Relic developers really want it so bad (unnecessarily) for the gameplay reason:
1. It should exist just only in this mission, and the player can't call anymore Pershing if the current one is destroyed.
2. Describe and mention it as a 'Prototype', and it's the only one of its kind that currently existed in the battlefield.
3. It should be a prototype "T26E1" model.
- For a more realistic way, Just remove Pershing and replace it with a couple of "M18 Hellcat" (as a debut for this little but deadly tank destroyer).
- Since both US airborne divisions had already been pulled off the frontline back to England during Mid-July, they should never exist in this mission (also CH.15).
But if Relic wants them for the gameplay reason so bad, then the 'fox company' should be treated or described as a special Ad-Hoc unit. A special (fictional) insignia on their uniform is recommended.

- As for my theory, this mission was likely to be inspired by 2 real events:
1) The death of the SS tank commander Michael Wittmann on August 8th, 1944. Near the town of Saint-Aignan-de-Cramesnil. But he was killed by the Canadian's Sherman Firefly in reality.
2) 'Barkmann’s Corner' event on July 27th, 1944. Near the village of Le Lorey. However, at least one historian points out that it might be just propaganda (although it can be argued that he just failed to find any information of US casualties in that area). And some people see it as an exaggerated event.
Note: The 'Barkmann’s Corner' also appears in Immersion 1944 mod, as a replacement mission of the original 'Autry' (Tiger) mission.
- For the fictional 'Tigergruppe 152nd' - The majority of the infantry can be Wehrmacht/Heer troops, while some of them can be Waffen SS.
And optionally, few can be the Panzer Lehr panzergrenadiers.
- For the retreating German units in a cutscene, they can be Heer/Wehrmacht of the 116th Panzer Division (designated name).
- Apart from the non-stop spawning Halftracks, add a few more Wehrmacht/Heer infantry troops and trucks for the retreating German units also in the game.
- Flakpanzer 38(t) (and probably other Flakpanzer like Möbelwagen and Wirbelwind) should replace all the extremely rare Ostwinds in this mission.
- [Optional] Add 1-2 Panther tanks in this mission.


CH.15 - Chambois
- The main US force in this mission must be the 90th ID. While the Able company is just the 'Ad-Hoc' unit.
- 'Dives river' in this map seems to be bigger than in reality. It should be a bit smaller.
- The Polish 1st Armoured Division (with British/Canadian vehicles + proper insignia and assets on the vehicles and troops) MUST be included as an Allied unit.
Alternatively, the 4th Canadian Armoured Division can appear along with the Poles too (thanks to Im44 and EaW mods, there are Canadian troops featured in this mission).
- When one of their vehicles has been destroyed in the field, the Allied should be able to produce a new one from their base.
- [Optional] Allied Polish/Canadian should have the ability to build artillery bases in some areas of the map.
- The limited capacity of the US side needs to be increased much more, recommend to be around 100~120. Keeping it at '75' throughout the later missions is quite absurd if you ask me.

- Detail of the retreating forces (7th Army):
1) A majority of them should be Heer/Wehrmacht troops.
2) Some of them could be Waffen SS (also add few SS vehicles).
3) All the Ostwinds could be replaced by another proper Flak vehicle.
- Detail of the Chambois defenders (should be 5th Panzer Army):
1) Mix between Wehrmacht/Heer (116th PD, as a majority of defenders) and Waffen SS (element of 2nd SS PD, fewer).
2) A few Fallshirmjager troops are optional (Im44 mod).
- Add at least one King Tiger among the final counter-attackers.
- In the last cutscene, there should be more variations for the surrendered German soldiers and corpses (Im44 mod).

[Update] - From the cutscene before loading screen and briefing scene, a modern Canadian flag during WW2 era seriously MUST BE CHANGED.

- In the last cutscene, there are a couple of American bazookas lying among the German corpses. They need to be removed.

- A group of British's Hawker Typhoons should be available to use as a special ability in this mission. They should costing more expensive than P-47s but spawning at least four planes instead of two. Because of the obvious fact that the Falaise pocket was pretty much the Typhoon's playground. So I believe they deserve an important role in this mission. And optionally, they can appear along with P-47s in the first cutscene also.


US Cauquigny (La Fier causeway) campaign (all missions)

- This fictional story probably inspired by 2 real events:
1) (The real) Defending of the La Fier causeway.
2) Lt. Col. Cole's charge at the Purple Heart Lane (101st AD).
Note: Both Sgt. Kraft and Lt. Col. Cole was killed in the Market Garden campaign, just different locations and units.
- 509th PIR NEVER EXISTED in Normandy battles.
It should be replaced by either 507th or 505th instead.
- [Optional] Some or few of the US paratroopers can be 101st men.
- In the cutscenes, the appearance of some US airborne helmets looks like they're fighting in the Vietnam war instead of WW2. Also, there are screwed-up German sniper uniforms and extremely weird-looking M1A1 Thompsons.
And judge from other artworks in the Tiger Ace and Trun campaigns (also in the main menu), I believe it'd be better if this 'artist' should be working on other fantasy-themed video games instead.
Well, the artist got some great skills, but he/she just used them in the wrong place, to be honest.

- [Optional] Add the Ostruppen troops with 'Georgia legion' insignia on this mission. Appeared fewer than regular Heer troops, with 709th ID as their designated name/unit.
- I believe there are TOO MANY of the German captured french tanks in CH.2, they should be decreased.
- To compensate for the lowered amount of Captured-French tanks, add more infantry units and few more armored vehicles for the German side.
- As for reminder, all of the German troops should be Heer/Wehrmacht (91st Infantry Division and German Panzer Ersatz und Ausbildungs Abteilung 100 (100th Tank Replacement and Training Battalion)).
- Unlikely for the German Pz.Ersatz.Abt. 100 to receive any Panzer IV for use in Normandy, it should be replaced by at least the Panzer III (more acceptable, Im44 mod).


For every US missions in general (also as for reminder of things I've mentioned previously):

- The main cover art for the poster of this game is pretty much inaccurate. And a prime example is a regular army soldier with 506th PIR insignia/decal on his helmet.
But it was changed later with slightly better corrections. Although it just only appears in the main menu section and in the loading screen to the main menu.
- There should be an option to remove faction colors in the Campaign's menu.
- US Population caps must be increased, especially in later missions.
- US infantry units should have a variation of equipment like backpacks and shovels (Im44 mod).
- M1A1 carbine among the US 'Army' infantrymen (especially the radiomen and rangers) must be changed into a regular M1 carbine.
- US Airborne should be mostly equipped with M1 Garand, mix with M1A1 carbine. While M1A1 Thompson could appear as another upgrade option for the unit (EaW mod).
- Able company should appear as a special Ad-Hoc unit in most of the missions. As frontal support for the real US divisions that supposed to exist in each mission.
- 76 mm Sherman shouldn't exist before CH.8 (St.Fromond). And it should appear as a separated Sherman tank (Eaw and Im44 mods).
- T26 Pershing should either be removed from the tech tree or using a Prototype T26E1 model.
- For both sides, the 'mirror' textures system for infantry models causes a lot of trouble for modders.
For example, the 101st airborne arm patch (eagle) appears on both of the paratrooper's arms instead of the only left side.
Thus, this should be replaced by a regular texture system in a new version.

[UPDATED]: According to Halftrack (Im44 mod creator) - M4A3 Sherman shouldn't be appeared as the common models for US Sherman during the Normandy battles, they should be M4A1/A2 modesl.

- For more appropriated German uniforms, please check Im44 and Eaw mod (great examples). Because the German troops with pyjamas are absolutely unbearable.
- Several German infantry units should have headwear variations.
- 'Volksgrenadiers' term never existed or used during the Normandy battles.
- STG-44 among most of the regular infantry units should be replaced by MP40.
- Add Fallschirmjager and Waffen SS units among the specific missions that they deserve to be featured (vital to the storyline and the battle locations).
- Slightly decreased Panzerschreck among German troops a bit, since it wasn't that common during wartime.
- More appropriated camouflage patterns for every German vehicle, especially tanks. For the great examples - Immersion 1944 mod.
- StuG IV should appear among the missions that featured with 17th SS Pzgd Div only.
- A main model for the Panther tanks could be the "A" model (Ausf. A), while the "G" model (optional) can appear in few numbers.
- And of course, since only 41-45 of the Flakpanzer IV Ostwind ever produced, it should be replaced by other appropriated Flak vehicles.
- Damage output and health on most of the vehicles (all factions) must be improved (EaW mod).


Additional info on the German vanilla tanks by Halftrack (Im44 mod creator):

1. First of all, the Panzer IV is used in CoH in 2 different versions. The Wehrmacht Pz IV is a "H" or "J" version, with the 75mm L48 Gun.
The Armour Skirts are more "H" as, they are full metal plates (J version mostly had wire mesh plates). But the exhaust is Ausf. J.

2. The Panzer Elite's Panzer IV is a 'F1' with 7,5 cm L24 short barrel called "Stummel" ( for "short tail" ). Again, late Ausf J exhausts, which's not correct.
Same with all the models based on Pz IV ( Hummel, Wirbelwind, StuG IV ), they all have Ausf J exhausts - which is ok for later models.
Also, the short-barreled Pz IV was infantry support tanks, so the PE version is at least correct in its intended role.

NOTE: Just a quick overview for Panzer IV: Ausf A-F1 = 7,5cm short-barreled L24 gun. Later model, Ausf F2 was a quick solution, used a 7,5 ´cm L43 gun, as well as the Ausf. G - later versions of Ausf. G received the newer L48 gun.
Panzer IV Ausf H received skirts by default. Ausf J was cheaper and faster to produce H, with wire mesh skirts, different exhausts, and without electrical engines for the turret, which meant it could be revolved by hand cranks only, making rotation much slower. And space gained was used for extra fuel tanks.

3. The biggest error in ALL of Relic's german tanks are the MG 42s in the Hull and on the turret. MG 42s were NOT built into tanks, for the very logical reason, that MG barrels had to be changed if the one that in used was overheated, which happened quite quickly.
The barrels of the MG 42 had to be changed from the side, while the one for the MG 34 could be exchanged from the rear. So ONLY MG 34s were used in tanks.
The turret top MGs also were MG 34s, but while US tanks had turret MGs intended for ground combat, the german roof MGs were intended as AA protection, and also pretty rare, mostly used for parades and travel... the commander was to command the tank, not to fight infantry.

4. Another one BIG factual error about Relics Panzer IV models - The roadwheels are those of the Pz III.
And the tracks of almost all german vehicles were a complete fantasy. Which became better in Opposing Front DLC, those models at least had correct track skins.

And of course, for the (overall) better appearances of the German vehicles in this game, check Immersion 1944 mod.


[Updated]: In some cutscene, like the Omaha mission and the first mission of the Causeway campaign, MG42s have a ridiculously LOW rate of fire. This simply need to be changed.


That's all for Part 1! If you have any disagreement, questions, or even more suggestions, feel free to leave it here in the comment section.

In addition, you can check a similar topic about Call of Duty World at War from here: Moddb.com

Bonus
Immersion 1944 mod link: Moddb.com
Europe at War mod link: Store.steampowered.com

[UPDATED]
Part 2 (British) -> Moddb.com
Part 3 (German) -> Moddb.com


FeReise (and Halftrack)

This blog is gonna be the main page for my topic about Call of Duty: World at War's authenticity, mistakes, and suggestions to fix and improve it. For the sake of historical accuracies in the possibly future remastered or REBOOTED version.

First of all, I have to say this game is possibly my TOP favorite among the entire Call of Duty franchise. Mainly because of its impressive storyline, atmosphere, ambience, and soundtracks. Also, one of the few FPS that really shows how dark, violent, and terrifying the WAR is.
However, I've found out that there are TONS of historical mistakes in this game. Well, of course, it's nearly impossible to make any kind of historical media to be 100% because of so many reasons. And for videogames, just 70-80% accuracy is fair enough to me.
But the problem is, so many historical games in the past have a SERIOUSLY LOW historical quality. And for the WaW case... I can only give its accuracy rate for only 40-50%.
To make the matter worse, some of the mistakes in WaW are completely unbearable. It's only raising my DOUBT on the capabilities of Treyarch's research team. And well, even if they have more 'time' to make the game (lengthen a deadline and such) those mistakes will likely still appear in the game, nevertheless.

Thus, the vast amount of mistakes in this game is the main reason why I decided to create this topic. Just for an educational case for those who REALLY INTERESTED in historical and realism content.
Also as a suggestion to make the future version of this game to be even better and gain more valuable aspects.

However, I've to inform everyone that English is not my native language. So I must apologize if there is any of mistake appear in these articles, but you can help me by sending a suggestion through a private message box on how to improve it.

And of course, I'm NOT A HATER. All these efforts are just to make the game and this franchise even more interesting and get more respect from both of the old and new fans.

Part 1 (Mission 1-3) -> Moddb.com
Part 2 (Mission 4) -> Moddb.com
Part 3 (Mission 5) -> Moddb.com
Part 4 (Mission 6-9) -> Moddb.com
Part 5 (Mission 10-13) -> Moddb.com
Part 6 (Mission 14-15) -> Moddb.com

NOTE: Part 6 was updated as of January 16th, 2024.




Bonus
- [Updated] For newcomers, gicombat, warrior300, and myself have created a pack of the overhaul mods for Call of Duty World at War's Single Player and Co-op. Aimed to increase the element of AUTHENTICITY for the game, and hope they will provide you even better and more challenging experiences than the vanilla version: Update News: Article #7 - Fall of Berlin mod for Call of Duty: World at War - Mod DB

- You can support warrior300 by playing his "extreme variation" mod too: Moddb.com


- Here is my topic about the certain unrealistic issues on MW2 and suggestions (as to increase semi-realism contents): Steamcommunity.com

My topic about the certain unrealistic issues on MW1 and suggestions (as to increase semi-realism contents): Steamcommunity.com


My topic about the historical review on BO1: Steam Community :: FeReise :: Review for Call of Duty: Black Ops

And suggestions on BO1 weapons only: Steamcommunity.com



That should be all of it, if anyone has any disagreement, questions, or even more suggestions, feel free to leave them either here in the comment section or by private message.

FeReise

Here is the sixth and FINAL part of my topics about Call of Duty: World at War's historical inaccuracy and other mistakes, also suggestions on how to improve it.
This part will mainly focus on the issues in the Heart of the Reich and Downfall, 14th and 15th missions of this game.
For Part 1 -> Moddb.com
For Part 2 -> Moddb.com
For Part 3 -> Moddb.com
For Part 4 -> Moddb.com
For Part 5 -> Moddb.com

MAIN PAGE: Moddb.com


Heart of the Reich
- There are several mistakes appear in this mission, mainly in the term of environments/buildings. ***Based on the REAL battle maps, war-time photographs, and aerial photographs.***

1. Starting section
1.1) In reality, there wasn't any U-Bahn station in that sector at all (including Ministry of interior ~ Kroll opera house areas).
WISB: Change the U-Bahn entrance into a part of regular sewer/underground tunnel that collapses by artillery shells/aircraft bombs (and Reznov could be able to drag Dimitri out to above ground from there).
For the other side of the U-Bahn entrance with the German 'SS Honorguard' corpse and 'death card' inside, it should entirely remove. While for the corpse with 'death card' it should be moved to somewhere else, my suggestion is inside the Kroll Opera house (will be explained in further sections).
1.2) Judge from the location of the starting area and its distance from the Reichstag, the road in the starting section is likely to be 'Zelten Allee' (probably John-Foster-Dulles-Allee in present days).
Thus, every building on the right side of the starting section should be removed entirely. Since the entire right areas of the map (unreachable for the players) is the quite well-known "TIERGARTEN" park.

2. Left flank buildings (the fictional hotel and library)
- Judge from the location of the starting area and its distance from the Reichstag, both buildings MUST BE REPLACED by the 'KROLL OPERA HOUSE' (Krolloper). Please not confuse with the 'Berlin State Opera' located at Bebelplatz.
Unfortunately, there is only a couple of plans/layout of the opera house I can find for now (the first floor, see a link below). Nevertheless, here are my ideas about what should be appeared inside the building.
For more interesting info, please see "CONCERT-HALLS AND ASSEMBLY-ROOMS. By ERNEST A. E. WOODROW, A.R.I.B.A. Chapter 18" - Fig. 8 and 9 (images): Arthurlloyd.co.uk
2.1) Players need to run through the larger open area to reach the backside of the building (the building's main entrance is facing toward the Reichstag). Some of the debris and wreckages between the area can be used for cover from the enemy MG fires.
2.2) Players can enter the building through the collapsed wall (a giant hole) at the center of the backside of the building.
2.3) After the players get inside the building through the hole, they could be either appeared at the 'STAGE' section of the main theatre (main hall) or have to fight their way to the stage.
2.4) From above, there should be a single or couple of MG42 at the stage front which could be used by the players to finish off the remaining enemies inside the hall.
2.5) After the 'Reichstag fire' event on Feb 27th, 1933, the opera house became the seat of the Reichstag. That's mean Treyarch's NAZI decorations inside the Reichstag can also be used here.
Note (historical): The giant nazi eagle inside the 'vanilla version' of CoD WaW's Reichstag is actually the decoration inside the Krolloper's main hall (during its time as the seat of the Reichstag).
2.6) According to several war-time photographs, the opera house was seriously damaged by Allied's bombing raids. Thus, most parts of the building should be left in ruins and the main hall should have no roof left at all (or partially left).
2.7) The main entrance (exit) should have been blocked. So after the players clear the main hall/theater, they should proceed toward the 'Romans hall' (southern hall of the opera building).
2.8) From there, the players can jump out from the windows to proceed toward the next area.

Note2: The Kroll opera house that featured in Company of Heroes 2 has an unrealistic interior and entrance, so I'd not recommend to use it as an example. But for the best exterior, please see the 'Konigsplatz' map of the Red Orchestra 41-45 game. ***And for the BEST VERSION by overall, please check the Kroll Opera map from the online game called ENLISTED.***

3. The area between Kroll opera building and the Königsplatz (the main plaza in front of the Reichstag).
3.1) Just across the street in front of the Kroll opera building, there is a group of small buildings on the north-eastern side, they should be included.
3.2) There is a single Flak 37 (88 mm) at the intersection not far from the south-east of the opera building, which can be used in the "Our tanks will have to find another way around" sequence:
- Before the players jump from a window of Krolloper, a couple of T-34-85 tanks should be coming along the street from the north before one or both of them get hit by the Flak gun.
- However, another Soviet tank (either T-34 or IS-2) appeared behind the Flak (Southern side of the street) and finally manage to destroy the Flak and its crews for good.
- Then the tank (and maybe accompanied with other 2-4 tanks) then continue to proceed toward the further section of the plaza (flanking onto the right).
For more interesting info of the Flak positions in the Reichstag area, please see here: Vn-parabellum.com
(however, you need to use 'Google Translate' in order to change Russian into English).
3.3) After players across the street, they could proceed toward the inner section of the Königsplatz by jumping into a 'trench ditch/tunnel' which can be longer than what's appeared in the original version.
3.4) Several corpses of Soviet soldiers and Soviet tank wreckages (can be used for cover) should be scattered around the area. As to represent the prior waves of Soviet soldiers that failed to capture the plaza (Reznov and his crews are among the final and successful wave).

***For the BEST VERSION of the map by overall, please check the Königsplatz map from the online game called ENLISTED.***

4. Königsplatz - Should be bigger and longer than the original version.

***For the BEST VERSION of the map by overall, please check the Königsplatz map from the online game called ENLISTED.***

4.1) First section
- The exit of the trench line should be located here.
- During the charging sequence, the players have to run across the open area before they reach the 'middle section' of the plaza.
- In the open area, players have to avoid the German artillery barrages by both running and hiding in their cover.
Historical note: Artillery fires during the Battle for the Reichstag were coming from both Flak guns in the plaza and the Flak guns on a top of the 'Berlin Zoo Tower.'
- In the open area, corpses of Soviet soldiers and Soviet tank wreckages (can be used for cover) should be scattered around the area. As to represent the prior waves of Soviet soldiers that failed to capture the plaza. Some of the remaining survivors can be included.

4.2) Middle section (statue area)
- Similar to the vanilla version, this is the area players have to destroy the MG positions and a couple of Flak guns in order to proceed toward the next area.
- From the important info on this website: Vn-parabellum.com (Google translate is necessary), there should be 3 Flak guns in the area.
However, one of the Flak guns (No.4 Flak) is located very far for the other two (No.6 and 7). So I'd recommend the farthest Flak gun (No.4) should be unreachable for players, and it should be destroyed quickly by one of the Soviet tanks.
- The other two Flak positions should be done correctly (No.6 and 7).
- The main statue and surroundings can be created freely like the vanilla version or similar.
Note: In reality, the entire areas should have been reduced into rubble by a bombing raid and artillery barrages. But as for the vanilla version, it seems like Treyarch 'revision' it as if Allied had done lesser damage to the areas or something like that.
- The infinite spawning system for the enemies is unnecessary in this section.

4.3) Water-filled ditch
- A long water-filled ditch, located just right behind the statue section.
- A large water pit/basin should appear on the left side (left-ended of the water ditch), but unreachable for the players.
- After players already destroy two Flak guns (No.6 and 7), the players have to cross a small bridge behind the statue on the left (see battle maps or aerial photographs).
- However, the bridge gets blown up by the German tanks that guarding the further areas.
- The explosion should throw the players into the water-filled ditch, then either Reznov or Chernov help to get them out of water.

4.4) Bunkers and museum buildings (last section of the plaza)
- There should be 3-4 german tanks guarding the area, at least two of them should be the King Tiger. These enemy tanks also destroy Soviet tanks that approaching the area.
- After players get out from the ditch, they need to rush forward then clear a BOMB SHELTER building in order to reach a new checkpoint. However, they have to move from cover to cover to avoid MG fires and shells from the tanks.
See more about the shelter from here: Vn-parabellum.com (Google translate is necessary).
- After the players exit the bunker, the German tanks should be retreating backward and getting out of the area completely.
Historical note: There was a group of German tanks participated in the battle of the Reichstag. However, all or what's remain of them were ordered to fall back into the safer zone, to participate in the 'break out' attempt in the next 2 days.
- Next, the players should move cautiously from cover to cover to avoid MG fires and to destroy the remaining Flak guns.
- For a position of the real remaining Flak guns, please see from here again: Vn-parabellum.com
There were 3 Flak guns in this section (No.1, No.2, and No.3). However, the No.3 Flak is located too far from the other (should be unreachable to players), it should be destroyed by upcoming Soviet tanks.
- [OPTIONAL] As from the info above, not far from the No.3 Flak there was also a single "2 cm Flak-Vierling 38 auf Selbstfahrlafette (Sd.Kfz.7/1)" located behind the Flak. And the same as above, it should be destroyed by upcoming Soviet tanks.
- After the players finish clearing Flak guns, they could proceed toward the abandoned museum ruins. After that, they must proceed toward the entrance section (main staircase) of the Reichstag like in the original version.

5. Reichstag exterior
- In reality, the building was badly damaged since the Reichstag fires in 1933, then further damaged by air raids and during the Battle of Berlin. But as a part of Treyarch's revisioned history, it seems like the building got minor damage by the bomb and such.
- The iconic quote: "Dem Deutschen Volke" on the main façade of the building is missing for no apparent reason. It should be included.
- The height of the 'concrete wall part' of the Reichstag's dome (the one with a misplaced half-circle hole) should be shorter like in reality.
- By the matter of fact, the giant half-circle hole was supposed to be located at the BACKSIDE of the dome, not on the front. You can see its image from the 'Anti-aircraft' section of the site: Vn-parabellum.com (Google Translate is necessary).
- The 'Germania statue' on atop of the building (above the main facade) is missing, further details will be included in the 'Downfall' part.

***For the BEST VERSION of the building by overall, please check the Königsplatz map from the online game called ENLISTED.***

6. Backgrounds and other unreachable areas
6.1 Left side
- Ruins of the Swiss Embassy and other buildings nearby should be featured on the left of the Königsplatz (beyond the large water pit/basin).
- Spree river should appear on the very left side, and other building ruins can appear on the other side of the river.
6.2 Right side
- The HUGE Tiergarten park should appear on the right side, ruins of the Berlin buildings could be seen in the far backgrounds (edge of the map).
- The most famous landmark of Berlin, the 'Brandenburg Gate' MUST APPEAR on the south-eastern side of the Reichstag (the distance between both landmarks is approximately 275 meters).
6.3 Behind the map
- The further part of Tiergarten should appear in this section also.
- The 'Berlin Victory Column' (Siegessäule) should be visible on the edge of the map.

***For the BEST VERSION of the map by overall, please check the Königsplatz map from the online game called ENLISTED.***

- Similar to what I mentioned about the cut-scene for the Battle of Peleliu in Part 4, Treyarch also used and mixed up other WW2 video footage that doesn't relate to the Battle of Seelow and Berlin at all. The most obvious one is the footage of the Swastika symbol at the Nuremberg stadium (Zeppelinfeld) blown up by the US troops on April 22nd, 1945. But at least it's not out of the place like in Black Ops 1 (for example, 1975 'Fall of Saigon' footages in 1968 missions).
- The time setting in this mission should be an evening since the Soviet soldiers manage to storm into the building around 6 PM.
- As mentioned before, the charge led by Reznov should be the last wave of Soviet attacking and it's a successful one.
- Friendly AIs are seriously NEED to be increased in this mission, especially during the charging events at the plaza and the very last section of this mission (staircase).
- Compass in this mission and the Downfall mission is literally broken. The front and entrance of Reichstag are facing directly toward the 'WEST', NOT TO THE EAST.
- At the starting section, Commissar Makrov seems no surprise at all when he sees Reznov and the gang coming out from the hole after they went missing for several days (as for the original version). Probably, Reznov might have already gotten out first and reported to the commissar, before going back to help Dimitri (players). However, there is no further explanation about this.
- Nevski from Black Ops 1 can appear in this mission (as his chronological debut) and the Downfall.
- The red army soldiers with Plash-Palatka (raincoat) from the Eviction mission (Part 4) can appear in this mission and Downfall.
- [OPTIONAL] At the staring section, several kinds of Soviet and German weapons can appear at the weapon crates for the players to choose with.
- The majority or half of the Soviet tanks that appeared in this mission should be T-34-85. While the rest can be IS-2 (certainly have to be included, since they were 100% existed in the Reichstag areas and the entire Battle in Berlin), and the optional SU-85 (mentioned in PART 4).

- NEW UNITS FOR GERMAN/AXIS FORCES, should appear in this mission and Downfall:
1) "Kriegsmarine Naval Infantry" - Based on the 'Grossadmiral Dönitz Battalion' (sent by Grand Admiral himself, and reach Berlin in April 25/26th).
***Highly recommend to include, since they were one of the defending units in the Reichstag sector.***
- Randomly appear among the defenders in fair numbers.
- Dark blue sailor service tunic + Blue-collar tabs + 2 rows of the golden buttons + Golden eagle on a right chest (same position as Wehrmacht soldiers).
- White inner shirt + Black necktie for most or half of the units.
- [OPTIONAL] From above, the rest shouldn't have the inner shirt, just only a small part of 'sailor scarf' could be seen emerging from the outer tunic's collars.
- Golden navy belt buckle.
- [OPTIONAL] Black shoulder straps/webbing, but this is unnecessary.
- Casual-wear trousers are not tugged into jackboots for the majority or EVERY navy personnel.
- Headwears for navy personnel:
1) Regular Wehrmacht helmets - Either with or without Kriegsmarine decals on both sides of the helmet (Golden eagle emblem on the left and regular 3 colors emblem on the right).
2) Dark blue M40 Field cap - with proper Kriegsmarine insignia.
3) [OPTIONAL] German sailor’s cap called 'Matrosenmütze' with proper insignia.
- [OPTIONAL] The insignia of ranks on the left sleeve (chevron) = Since Matrose (no insignia) ~ Matrosenobergefreiter. [UPDATED] While for the right sleeve, they can have the Kriegsmarine star decal (like in Fall of Berlin mod).
- Other corrected Kriegsmarine insignia.
Weapons for the above units: The majority should equip with Kar98k, the rest are MP40 and [OPTIONAL] MP-28. Some can operate the MG emplacements.

For better example in overall, please play the "Fall of Berlin" mod: Moddb.com


[UPDATED]

2) [Optional] "SS Honor Guard" - Based on the 'vanilla' SS Honor Guard in the original Heart of the Reich, Downfall missions and Zombie mode.

*****According to Panzer Man aka Pionier_Paul - "Honor Guard" (Reichskanzlei guards in reality) at the time of the game events (Late-War) already wore the usual field-gray Waffen SS/Regular SS uniform. Thus, their presence in the game is optional.

- Appear in a fewer number than any other units (or as same as the Allgemeine SS).
- Black M32 tunic + white shoulder straps/webbing + Allgemeine SS shoulder boards.
- White inner shirt + Black necktie.
- SS black helmet with SS decals on both sides.
- Equip with SS version of the Nazi armband with the swastika.
- [OPTIONAL] Cuff title insignia: 'Adolf Hitler' (SS men from the 1st SS Panzer Division LSSAH).
- Honor guard SS 'enlisted' belt and buckle.
- SS Dressed boot.
- [OPTIONAL] The insignia of ranks = Lower/Enlisted ranks ~ NCO ranks (Schütze/Mann ~ Hauptscharführer).
- Other realistic SS Honor Guard insignia. And majority of them should have a regular party badge instead of the Golden Party Badge (vanilla version).

Weapons for the above units: The majority should equip with Kar98k (many can be attached with bayonet), the rest are MP40 and [OPTIONAL] MP-28. Some can only equip with a pistol (like Luger P08).
See more interesting info about insignia at Old.totls.com and En.wikipedia.org

- The rest of the Axis units were all mentioned in PART 5 (Eviction). But as to remind you guys again:
Since this mission until Downfall, these following units can be used extensively: Both foreign and German Waffen SS, Allgemeine SS, Hitlerjugend, and Volkssturm.
While other units like Heer (Army) and Fallschirmjager (paratrooper) can be used also but in a fewer amount.
- Everything else about Late-War Soviet and German models, weapons and other appearances were already mentioned in PART 3, 4, and 5.
- At this stage of the battle, some specific defending units could have gears with a medical 'bandage.' Similar to what's featured on some of the vanilla SS Hornor Guard.
- For the defender units that will spawn at the Reichstag's grand staircase (entrance) section: In the original version, there aren't any enemy AIs defending the staircase section until the players arrived at the museum ruins section. Which isn't making any sense and seems unrealistic.
WISB: When the players finally get out from the ditch or destroy 2 of the German tanks, some of the enemy AIs could be starting to spawn at the staircase section. More of them will be spawning when the players have arrived at the museum ruins section.
- In the original version, there were ONLY King Tiger wreckages (props) that appeared in this mission.
WISB: Other kinds of German tanks like the late-war Panzer IVs and Panthers can appear as wreckage props also.
- [OPTIONAL] Flak 88mm wreckage props at the starting section should be fewer.
- [OPTIONAL] Few or at least a single Pantherturm could appear at or near the starting section.
- According to the information and sources about flamethrower I had mentioned in PART 1, the flamethrower CAN'T be exploded easily by just a ‘bullet shot’.
From above, when Reznov shoots the German flamethrower who just mortally wounded Chernov, the flamethrower tank shouldn't explode by just a bullet. Instead, the dying flamethrower should just keep holding his trigger when he falls. As a result, burn remaining German/Non-German soldiers nearby.
- The German flamethrower should be Waffen SS.

[Special Optional] - Continuation from PART 3, 4, and 5:
- I believe it'd make more sense and more appropriate if Reznov and the gang belong to the "8th Guards Army" instead of the 3rd Shock. Since the 8th Guards was originally the '62nd Army' from the Battle of Stalingrad, and it was the army that directly attacking the 'town of Seelow' also.
And after the Eviction mission, they would have later joined the 3rd Shock Army to assist them in taking the Reichstag.

A link for the structures and flak guns outside the Reichstag (again), Google Translate is necessary:
- Vn-parabellum.com
- Vn-parabellum.com


Downfall
- There are a vast number of mistakes in this mission, mainly in the term of environments/buildings. ***Based on the REAL photographs and the Reichstag's plans.***
- As mentioned in 'Heart of the Reich' section, it seems like Treyarch had revisioned a lot of things for the Reichstag building. And that makes most parts of the building look nothing like their real counterparts at all.
**Also, please remember that the Reichstag is facing directly toward the WEST in reality**

1. Starting section - The main entrance/WEST vestibule.
1.1) The corridor on the right is disappeared for an unknown reason.
WISB: It should exist, and at least it should be blocked by a barricade so the players have to choose the left pathway only.
1.2) The central door to the 'Halle' (foyer) section is disappeared too. And what even weirder is when we reach the entrance to the Halle section, the other side of THAT door can be seen behind the players.
WISB: It should be visible and blocked by barricades on both sides.
1.3) For the original corridor that leads to the 'Halle' section: Judge from the real maps/plans of the building, it should lead into the "Northern Wandelhalle" - a giant pathway on the north of the Main/Middle Halle instead.
1.4) From above, players have to run pass through the room with a staircase (can be blocked so the players can't access to the 2nd floor from there), next is run through a damaging wall of Post Office room (and optionally the reading room), then access to the Northern Wandelhalle from its west side.
For more explanation of this section: Moddb.com

2. Halle section (Treyarch called it as the 'foyer')
- Compare with its real counterpart, Treyarch's Halle is WAY TOO LARGE and extremely unnecessary. And because of its size, it simply ruins the other parts of the building (interiors) as well.
- Suggestion for the new version:
2.1) North Wandelhalle (foyer's north corridor)
- After players reach the west side of the corridor, they have to fend off the enemy that appeared on the eastern side. Both friendlies and enemies can use pillars and barricades in the areas for cover.
- Next, players have to reach the east side of the corridor then proceed to the middle 'Halle' section.
2.2) Middle area (Halle)
- [Optional] Before we reach the area, a group of Soviet soldiers might have broken the blocked door on the west side of the Halle (the same one from the entrance section).
But end up being killed by a couple of enemy MGs, one located on the 'eastern balcony' above the Halle section (2nd floor), while another is located at the end of the Southern corridor/Wandelhalle.
- From above, the players can destroy the eastern balcony's MG by throwing a grenade up above.
- Apart from other scattered barricades around the area, the statue of "Kaiser Wilhelm I" should be appeared either right in the middle of the Halle or blocking the east door (the entrance to the Sitsungzaal/conference hall area). Image of the statue: Moddb.com
2.3) South Wandelhalle (foyer's south corridor)
- As from above, there should be an MG located at the end of the Southern corridor. The players can use pillars and other barricades to get pass the MG fires, however, they have to eliminate any remaining enemy along the way.
For more explanation of this section: Moddb.com

3. Corridors between Halle and Sitsungzaal (conference hall)
3.1) In order to proceed into the conference hall, players must access this corridor from the right-end of the southern Wandelhalle
3.2) All the rooms located at the right side of the corridor (where German and Soviet soldiers perform hand-to-hand combat) should be removed completely.
Alternatively, just move them into the left side or make this hand-to-hand combat event to appear in the other parts of the buildings.
3.3) The 'Hof' or empty space of the Reichstag should REPLACE the right side of the corridor (players can see it through the windows but they can't access the area).
3.4) In the original game (vanilla), the corridor is situated on the second floor of the building (because of the fictional giant Halle part created by Treyarch).
But for the realistic version, it MUST be located on the 1st floor, same as Halle, Hof, and the lower area of the conference hall.
For more explanation of this section: Moddb.com
Note: Since the entrance section until the end of the corridor to the 'conference hall' section, there should be several Soviet corpses scattered around the areas.
As to represent the prior waves of attackers that failed to capture the building.

4. Sitsungzaal (conference hall or 'Hall of Diet', Treyarch called it simply as the 'parliament')
4.1) Size - This conference hall is way larger than the original, it left so many empty spaces on the ground part of the hall.
4.2) Decorations - In reality, the majority of interiors inside should be completely destroyed by the ARSON ATTACK in 1933 and it was never rebuilt or renovated until the partial restoration in the 1960s.
But seems like Treyarch had done an ALTERNATE REALITY once again... It looks like many damaged parts of the Building were already restored and decorated with newly golden NAZI eagle, flags and other stuff.
However, some parts were still under renovating/reconstruction (especially inside the fictional BIGASS Halle). But it seems like the restoration was probably interrupted by either intense Allied bombing raids or the arrival of Soviet troops at the Germany-Poland border.
Note: The golden eagle on the stage is actually the one that used in the Kroll Opera House, not Reichstag.
4.3) Seats - As I had mentioned before, the conference hall is way larger than the original, which is left so many empty spaces on the ground part of the hall. However, Treyarch still can remove a middle row of the seats to be empty just for the gameplay reason (the first German/Axis line of defense in this section). But this conference hall should be smaller for the sake of realism.
4.4) Staircases - Although vital to the storyline, but seriously, they need a better arrangement (relocation and such) to make it match like the real version.
4.5) Dome location - Most part of the 'Dome' area should be on the top of this conference hall (about 1/3 of the dome is on the top of Halle/foyer), the fictional and unnecessary LARGE Halle RUINS everything.
4.6) Balcony (both sides) - The larger conference hall also lengthen both sides of the balconies, this also needs to be changed.
4.7) Entrance to the left balcony (where Reznov and 2 other soldiers break the door), NEED TO BE CHANGED/MOVED into a realistic position.
4.8) For the Left/Northern Balcony, it should have been rearranged just for the sake of realism:
- Make it shorter, and the entrance to the lower floor MUST be moved into a real position.
- In the original version, the 'Great Imperial Salon' (des Großen Kaiserlichen Salons) seats is replaced by the fictional staircase entrance, it needs to be included for realism.

5. The corridor/passage to the dome section
Since most parts of this DOME (about 3/4) were supposed to be on the top of this conference hall in reality, so a NEW method to get up over there must be created for the possibly remastered/reboot of the game.
5.1) Change the original entrance that leads to the fictional corridor into the realistic 2nd floor's eastern balcony that appeared in the 'Halle' section (which mentioned in the 'No.2').
- [OPTIONAL] Move the Downfall's DEATH CARD into the balcony.
5.2) For the new entrance, here are my ideas to cover this up:
- Move the entrance (also staircase to the dome part) into the backside of the stage on the 2nd floor.
- One of the Red Army soldiers break the door behind the "Great Imperial Salon" seats and call Reznov to follow him to the dome.
- Reznov and the gang have to access the new path by following the soldier into the door, then pass through damaged rooms and corridors on the northern side of the conference hall.
- After they reach the exit, they shall appear at the staircase that leads to the dome part (backside of the stage).

6. Dome (Treyarch simply called it as the 'roof')
6.1) The two large corridors that appeared on the left and right side of the large empty hole are certainly fictional. But they're quite acceptable for the gameplay reason.
6.2) As I told in 'Heart of the Reich' part, the giant half-circle hole on the 'wall' was supposed to be located at the BACKSIDE of the dome, not on the front. You can see its image from the 'Anti-aircraft' section of the site: Vn-parabellum.com
6.3) The height of the 'concrete wall part' of the Reichstag's dome should be slightly shorter like in reality.

7. Last section
7.1) Judge from real photographs, Treyarch missed the 'glass stain window' in the middle of the last section (it was above the Halle section). The glass stain could be destroyed by the Katyusha rockets.
7.2) Treyarch missed the 'Germania statue' on the top of the building's facade (located between a top of the main facade and the glass stain window) for no particular reason. It could be severely damaged by the rocket, then Dimitri (the players) and Reznov should be able to climb up on its rubble to proceed to the main facade (plant a flag event).

For more interesting pictures and info of the Reichstag (written in Germans, you're gonna need Google Translate):
Page 14: Stadtbild-deutschland.org
Page 15: Stadtbild-deutschland.org

More interesting info of the building, including the picture that mostly covered the dome part, top of the conference hall (around Page 4):
Bundestag.de

Interior of the Reichstag from Southern side: Laits.utexas.edu

1st Floor map: Divisare-res.cloudinary.com
2nd Floor map: Divisare-res.cloudinary.com


- Since one of the intro cutscenes featured the first sniping event from the Vendetta mission (Battle of Stalingrad). The texts after this cutscene, "1945 Enter Berlin" should be changed into "Road to Berlin 1943-45" And optionally, the death of General Amsel should be included in those cutscenes as well.
- Hitler died on April 30th, not May 1st, 1945
- By the historical fact: the Soviet flag (Victory Banner #5) was planted on atop of the Reichstag's dome during the NIGHT-TIME, around 10 ~ 11 PM of the April 30th.
However, there are some other sources claimed that there was a 'RED FLAG' that appeared on the main facade around 2.25 PM. But this might be a mistake by Capt. Stepan Neustroev of the 3rd Shock Army himself. And also, there is a fact that the whole group of the Red Army soldiers wasn't able to reach the Reichstag building until around 6 PM.
Note: According to the old artworks of COD WaW, Treyarch was originally planning the mission to be set during night time. But it was later changed into a daytime, likely because of the 'mistaken' 2 PM flag and possibly the visibility problem.
- By the fact above, there should be light from most of the spotlights and chandeliers inside the building.
And during the last section of the mission, the light from a burning city and spotlights should be enough to make that section visible to the players.
Recommended example: Night-time missions from Sniper Elite V2. And images for the old artworks: Moddb.com
- By the historical fact: The remaining of Reichstag defenders were actually retreating and fended off the Soviet attackers in the 'cellar' part of the building. And they finally surrendered the next day later (May 1st, 1945). But Treyarch never mentioned anything about them at all in this game.

- [Updated] By the historical fact, it's possible that the real details of the "Victory Banner No.5" is just a plain red flag + white (or faded white) hammer and sickle + white star. Not a yellow one like in the original game. Source: Escholarship.org

- In certain areas, Reznov shouts 'fire the Panzerschreck' repeatedly, even if he doesn't finish saying his other dialogues yet. This might be an error.
- A proper Panzerschreck MUST replace the US M9 Bazooka (might be a place holder that Treyarch forgot to change it).
- Kar98k should appear in this mission too. Mostly used by Volkssturm, Kriegsmarine infantry, Allgemeine SS, and Hitlerjugend.
- Everything else about Late-War Soviet and German models, weapons and other appearances were already mentioned in PART 3, 4, 5, and Heart of the Reich section.

- [UPDATED] There were 7 special German quotes that originally used for the SS Honor Guard on the DOME part only:
1) "Für die Ehre des Reiches!" - "For the honor of the Reich!"
2) "Gebt euer Leben für den Führer!" - "Give your lives for the Führer!"
3) "Berlin wird niemals euch gehören!" - "Berlin will never be yours!"
4) "Gebt euer Leben für das Deutsche Reich!" - "Give your lives for the German Reich!"
5) "Nehmt Sie mit euch!" - "Take them with you!" (prob refer to Hitler's death)
6) "Für den Führer!" - "For the Führer!"
7) "Deutschland über alles!" - "Germany above all!"

All thanks to my friend "K-Nyne" for the updated translations!

Note: 1,2,4,6, and 7 are taken from the COD Wikia. While 3, 5 are taken directly from one of the original game file called 'ber3b_anim.'
And to make it even more interesting, there is also an unused line in the game: "For Germany - For the Führer!" (fur_deutschland).

[OPTIONAL] WISB: These dialogues could be used for the entire mission, compatible with some specific units like Allgemeine SS, SS Honor Guard, and Hitlerjugend. And more dialogues can be included.
- The last German soldier at the end (the one who shot Dimitri/players, then get rekt by Reznov) could be either Allgemeine SS or SS Honor Guard member.

- [UPDATE] In Call of Duty Vanguard multiplayer map called 'DOME' (remastered version of the same map from WaW), Sledgehammer (devs) done their historical research quite better than Treyarch. Such as: They got the frontal part of the dome right (no curvy part outside that part of dome like in WaW), add Germania statues (although all 3 of them should be combine as a single statue on the top of Reichstag's facade), add Kroll Opera house (need to be located a bit farther from Reichstag, however), Tiergarten park, Brandenburg gate (off the map), and even the Victory Column (Siegessäule) which you can see it very far away off the map.


Bonus
- [OPTIONAL] Idea for the weapon selection menu, also 'lend-leased' and 'captured' weapons.
1) After the players finish playing the entire game on any difficulties that are not Veteran, there should be the weapon selection menu (similar to Black Ops 2) appear after selecting the missions that not so specific like Vendetta and Black Cats.
2) At first, the weapon selection menu will only give you proper weapons for the Allied faction you have to play for each mission.
3) After finishing the game on Veteran, 'lend-leased' and 'captured' weapons system should appear on the selection menu as well.
3.1) Lend-leased -> Some weapons from difference Allied factions. For example, M1928 + M1A1 Thompson, M1 Garand, BAR available for Soviet missions.
In addition, there should be specific places in each mission to collect the ammo for the lend-lease weapons.
3.2) Captured weapons -> Enemy weapons that can be found on each mission.

- New Zombie uniforms (German): A proper Waffen SS + Allgemeine SS + [Optional] Honor guard SS are recommended. Wehrmacht and Fallschirmjager are optional.
- [UPDATED] Richthofen uniform: His Wehrmacht 'Major General' insignia on his uniform could be changed into either SS-Brigadeführer or SS-Gruppenführer (both tunic and visor cap). While the color on his uniform can still be the same as the original, since his 935 unit is purely fictional anyway.




[UPDATED] Extra info according to The Frosty 1's video - "Listing Every Historical Inaccuracy in Call of Duty World at War":

Downfall

- Soviet national anthem in the game is using post war 1977 version.


That's a wrap! Thanks to everyone who supports and follows this little project. And I might come back with another similar project in the future!

FeReise

Here is the fifth part of my topics about Call of Duty: World at War's historical inaccuracy and other mistakes, also suggestions on how to improve it.
This part will mainly focus on the issues in the Eviction ~ Breaking Point, the 10th ~ 13th missions of this game.
For Part 1 -> Moddb.com
For Part 2 -> Moddb.com
For Part 3 -> Moddb.com
For Part 4 -> Moddb.com

MAIN PAGE: Moddb.com


Eviction
- In the original version: According to the U-Bahn station signposts, it seems like Treyarch tried to convince players to believe they're fighting in the central part of Berlin. However, those signposts and other 'convincing' elements are horrible mistakes, seriously.
1. Treyarch forgets that many of the U-Bahn stations have a platform RIGHT IN THE MIDDLE of the lower level of the stations. Although some stations (like Bismarckstraße and Lindauer Allee) have split platforms like in the game. But surely not in the case of the U-Bahn stations located in the very central part of Berlin like Friedrichstraße, Stadtmitte, and other stations in those areas.
For more information = Moddb.com
WISB: The U-Bahn platform should be located right in the middle of the station. But Chernov and Reznov could be advancing on the different sides of a platform like in the original version (left and right).
2. Judging from signposts on the benches seems like Treyarch tries to convince the players to believe the U-Bahn station in this mission is 'Friedrichstraße' (located on today's U-Bahn U6 line and as a jointed station for the several S-Bahn lines).
But for some reason, 2 other signs can be spotted nearby: 'Offentliche luftsehutzraume befinden sich Frankfurter Allee 113' and 'befinden sich Frankfurter Allee 113.' The meaning is something like 'The Shelter room are located at Frankfurter Allee 113' and 'located at Frankfurter Allee 113.'
In reality, 'Frankfurter Allee 113' is an entrance section for a different U-Bahn station located in the eastern side of Berlin (U-Bahn U5 line in present days). And it's situated very far from the actual Friedrichstraße station.
WISB: Change both signpost into something properly and remove the 'Frankfurter Allee 113' out.
3. The sign of 'Adolf-Hitler-Platz' (today is Theodor-Heuss-Platz) and 'Horst-Wessel-Platz' (Rosa-Luxemburg-Platz) can be seen inside the station and at the entrances, treated like they are neighbor stations of the unrealistic Friedrichstraße.
However, both stations are located on ANOTHER U-Bahn line: The present days U Bahn 'U2' line. And both are located very far from the actual Friedrichstraße station.
So it's obviously MAKE NO SENSE at all to move this 2 station close to another U-Bahn station from the other line. This MESS is probably made up to create such dramatic or ironic feelings for the players to think that they're now fighting inside the heart of the Nazi territory.
For more information = Moddb.com
4. From all the above, I'd recommend REPLACE the unrealistic 'Friedrichstraße' into a more PROPER and SUITABLE station from the U-Bahn's 'U2' LINE.
As for my recommendation: 'Hausvogteiplatz' (Niederwallstraße areas) or 'Märkisches Museum' (Wallstraße areas) or 'Klosterstraße' (Littenstraße areas) station.
5. As for the signposts, Treyarch can keep the signposts of Adolf-Hitler-Platz and Horst-Wessel-Platz to be remianed in the game.
But the REAL signposts of the 'neighbor stations' should be included also.
For example, if they choose the Hausvogteiplatz, so the 'neighbor station' signs should be:
Pointing to the western side (along with Adolf-Hitler-Platz's sign) - Stadtmitte station
Pointing to the eastern side (along with Horst-Wessel-Platz's sign) - Spittelmarkt station
More info, history of the U-Bahn and the actual U-Bahn map in 1940: Urbanrail.net and Urbanrail.net
6. If Treyarch decides to choose either 'Märkisches Museum' or 'Spittelmarkt' station, then they need to add the 'SPREE RIVER' on the northern part of the map also (or make it visible in the background).

- Since Reznov and the gang are fighting in the VERY CENTRAL PART OF BERLIN, then the date settings MUST be either April 28 or 29th, NOT 24th.
- From above, because of the original date setting on April 24th, that's mean after the end of this mission Dimitri had passed out for 5-6 days straight (awake on April 30th) which is so unusual for normal people.
- In real history, the tunnel was likely to be blown up by the sappers from the 11th SS 'Nordland' Panzergrenadier Division on May 2nd, 1945 (some said April 26th, well this is seriously one of the most controversial and debatable events during the Battle in Berlin).
Also, the sappers blew up the U-Bahn tunnel near the 'Landwehr canal' in reality, which is VERY FAR from the 3rd Shock Army's attacking sector (including the vanilla Friedrichstraße). And by the fact above, because of how far of the FAKE Friedrichstraße is from the demolition site, level water should be slowly raised up instead of pour in like a Tsunami. But as a part of Treyarch's alternate history, it seems like the unusually quick and brutal 'advancement' of the 3rd Shock Army (likely because of Reznov's team) change everything. The players can assume that the German forces were rushing and changing a place for the demolition (from Landwehr canal into the bigger Spree river), due to the relentlessly assaults by Reznov and the gang that paves a way for the 3rd Shock Army to attack even farther than what it should be in real life.
- During the fighting sequence inside the U-Bahn station, when we reach a half-way section of the station, Reznov and one of the Red Army soldier will say something like:
Reznov: "The place is collapsing, move!"
Soldier: "We are going to be crushed... Or buried alive!"
Reznov: "Move, faster!"
However, there is no sign of anything collapsing at that moment (just a little ground shaking, and that's all).
So my theory is, I believe that in the original transcript, a part of the U-Bahn ceiling is supposed to be collapsed into the middle of the station. Possibly similar to what's featured in the Multiplayer Map called 'Station', but probably not that much.
But for some reason, it was eventually removed or canceled at some point in the development. And I bet because of the 2 years deadline.
WISB: The collapsing U-Bahn ceiling should be included in the newer version of this game.
- [Optional] A street section of this mission should be longer (or just a little bit) than the original.
- At least 1 or a few wreckages of 'PANTHERTURM' can be featured in this mission (Pantherturm was significantly used in the battle). And put a few of them (or only 1 in the starting section) in the Heart of the Reich mission is also recommended.

- About a half of the Red Army soldiers in this mission can be worn with the Soviet raincoat/Plash-Palatka (while the inner clothes could be M43 tunic + trouser).
And this 'raincoat' model can be used in Heart of the Reich and Downfall missions also, mix with other kinds of models in some numbers.
- [Optional] Judge from what he did since Their Land Their Blood mission, I think Dimitri should have been promoted from Private into 'Yefreytor' (equal as Corporal or lower) by now.
- [Optional] The last T-34-85 in this mission should be changed into IS-2.

- New German units: HIGHLY RECOMMENDED for this mission, Heart of the Reich, and Downfall (appear randomly with other units, but their number of appearances could be relatively fewer than Waffen SS).


1. 'Allgemeine SS' and 'German Waffen SS'
As to represent the 'General-SS' personnel (regular SS members/staffs, and security forces) in the Battle 'in' Berlin. Based on: SS-Standarte 6 (likely to be fought as a part of Volkssturm unit), those who were filled into the SS "Anhalt" Regiment, and etc.
And to represent the German Waffen SS personnel the battle. Based on: 600-800 SS men from the 1st SS Panzer Division LSSAH, those who were filled into the SS "Anhalt" Regiment, and etc.
Main appearances:
1.1) Field Grey SS uniform
- Field gray M40 tunic and trouser + field grey SS helmet with decals on both sides of the helmet.
- However, FEW of the SS 'CAMO helmet' and SS Dot 44 camo trouser can be randomly spawned among them.
- Shoulder straps/suspenders are unnecessary.
- Jackboots for the majority, few can wear ankle boots + gaiters (Waffen SS style).
- Other realistic SS insignia.

1.2) Black SS uniform: Appear in a fewer number than the field grey version.
- M32 tunic + single cross-belt over the right-shoulder + SS unit's single shoulder board on the right shoulder.
- Brownish khakis inner shirt + Black necktie.
- SS black helmet with decals on both sides.
- Equip with SS version of the Nazi armband with the swastika.

[UPDATED] - Recommended by Panzer Man aka Pionier_Paul

- Collar tabs: Just a number '6' (SS-Standarte 6) on the right collar tab.

- Cuff title insignia: Blue piping + "Reserve" letter.

- Replaced the Golden Party Badge (vanilla version) with a regular one, the fact is that the Golden Badge was a very prestigious NSDAP award, not so many were awarded, and all recipients are known by name

- [Optional] Replaced the Iron Cross 1939 with 1914, since it is unlikely that the SS reserve left in the rear could receive the Iron Cross for participation in World War II

- Enlisted SS belt and buckle.
- SS Dressed boot.
- Other realistic SS insignia.
For both 1.1 and 1.2:
- The insignia of ranks = Lower/Enlisted ranks ~ NCO ranks (Schütze/Mann ~ Hauptscharführer).
Or just use the Enlisted ranks only (Schütze/Mann ~ Rottenführer).
- The [OPTIONAL] NCO ranks can wear the black SS visor cap with realistic insignia.
Weapons for the above units: The majority should equip with Kar98k (some can be attached with bayonet), the rest are MP40, STG-44 and [OPTIONAL] MP-28.


2. 'Allgemeine SS high-ranked officers' (appear in a very fewer amount than regular Allgemeine SS).
They can appear with 2 kinds of the main appearances: Black and Field Grey uniforms + Realistic SS insignia. Or just Black uniform only.
- The insignia of ranks = Troop/Platoon Officers: Untersturmführer ~ Hauptsturmführer.
For black uniform only:
- 'Troop/Platoon Officer' version of the single shoulder board.
- Black SS visor cap only.
- [UPDATED] Collar tabs, Cuff title insignia, and Iron Cross: Same as above. While regular party badge is optional.
- Officer SS belt and buckle.
- The rest is the same as the regular SS with a black uniform.
See more interesting info at - Old.totls.com

- [UPDATED] Adult and elder/old facial models

Weapons for the above units: The majority should equip with pistols only (Walther P38 and Luger P08), the rest can equip with SMGs.

- [OPTIONAL] New insignia and voices for the 'foreign' Waffen SS (this unit was introduced in Part 3), since this mission until the end of the campaign:
1) Apart from the Nordland insignia, few of the foreign Waffen SS with a regular field grey SS tunic can be attached with the Latvian flag on their left arm, randomly appear along with the Nordland (majority) insignia.
Note: As to represent a group of Latvian volunteers from the '15th Waffen Grenadier Division of the SS' (1st Latvian).
2) Same with other nationalities in Nordland Division, they can speak with the non-native German language. Also, a few Latvian words are purely optional.
- Since this mission until Downfall, these following units can be used extensively: Both foreign and German Waffen SS, Allgemeine SS, Hitlerjugend, and Volkssturm.
While other units like Heer (Army) and Fallschirmjager (paratrooper) can be appeared also, but in a fewer amount.
- Everything else about Late-War Soviet and German models, weapons and other appearances were already mentioned in Part 3 and 4.
- In the original version, there are some of the weapons that haven't appeared in this mission for some reason. And that's mean the player got relatively FEW weapons available for this mission.
WISB: Firearms like STG-44, Gewehr 43, DP-27, SVT-40, and other new weapons mentioned in Part 3 and 4 should appear in this mission also.
- For 'double-barrel shotgun' - Imfdb.org
"...When firing, the weapon incorrectly ejects a spent cartridge (and to top it off, it is a rifle round as opposed to a shotgun shell), which is impossible with real double-barreled shotguns as they have no ejection port and need to have their shells removed manually (although some are capable of automatically ejecting shells once the barrels have been broken open). When the weapon is reloaded, it acts as if none of the shells have been ejected and any empty cartridges (this time being proper shotgun shells) will still be inside the gun and are removed manually..."
WISB: This might could be changed properly in the new version.

[Special Optional] - Continuation from Part 3 and 4:
- I believe it'd make more sense and more appropriate if Reznov and the gang belong to the "8th Guards Army" instead of the 3rd Shock. Since the 8th Guards was originally the '62nd Army' from the Battle of Stalingrad, and it was the army that directly attacking the 'town of Seelow' also.
And after the Eviction mission, they would have later joined the 3rd Shock Army to assist them in taking the Reichstag.
- If these changes have been accepted, then the U-Bahn station can be changed from the middle part of present days 'U2 Line' (Stadmitte ~ Klosterstraß) into a proper station in the 'Mitte' district from the present days U-Bahn 'U6' line.
My recommendation is - Either 'Kochstraße' or 'Stadmitte' station (Stadmitte is located on both U2 and U6 routes).
- [Optional] New insignia and voices for the 'foreign' Waffen SS, since this mission until the end of the campaign. In case if this new modification has been accepted.
1) Apart from the Nordland insignia, few of the foreign Waffen SS with a regular field grey SS tunic can be attached with a French flag on their left arm. A FEW of them can randomly appear along with the Nordland (majority) and Latvian insignia.
Note: As to represent the decimated 'Sturmbataillon (Assualt Battalion) Charlemagne' of French volunteers from the '33rd Waffen Grenadier Division of the SS Charlemagne' (1st French). They were defending those areas during the last days of the Battle in Berlin.
2) Same with other nationalities in the foreign-Waffen SS units, they can speak with the non-native German language. Also, a few French words are purely optional.


Black Cats
- The entire mission is seemingly to be a FICTIONAL. But likely to be based on the Japanese's 'Operation Kikusui I' (the first suicidal air attack during the Battle of Okinawa).
However, the mission date is set on April 3rd, 1945 instead of the 'April 6th' which is the actual date of the operation.
- I believe 'most' of the US ships are being wiped out by Kamikazes within 2-3 minutes before the PBY Catalina arrival is WAY TOO MUCH.
WISB: It will make much more sense if most of the ships are heavily damaged and some of them have been sunk or starting to sink into the ocean.
- In order to attach the 'Oerlikon 20mm Cannon' onto the PBY Catalina (Black Cat), the front 30 cal machineguns have to be removed in reality.
And according to History Gaming Verified - Youtube.com, using only 20mm Cannon and 30 cal is not enough to sink the Japanese merchant ships.
WISB: just make the Catalina equipped with only 30 cal machineguns on the front and the players or the other crews can destroy the merchant ships by using something like '100 lb AN-M30A1 bombs' instead.
- After taking several hits by the AA guns, PT boats, and A6M Zeroes, the damaged Catalina should have been retreated instead of continuing into the hot zone.
- Possibly the most produced Japanese PT Boats during the war, 'Type T-14' equipped with a single Type 93 (13.2 mm) should be included in this mission (mix with the vanilla PT Boats). Either common IJA soldier (as an easy choice) or IJN sailor can operate the Type 93.
For more info: Wiki.warthunder.com and Ptboatworld.com
- This mission seems to have the reflection of the moonlight appeared in the ocean, but there is no sign of the moon at all.


Blowtorch and Corkscrew
- Overall, the Okinawa battlefield is UNREALISTIC. A majority of the southern sector of Okinawa should have been completely devastated by a bombing raid and naval gunfire.
1) Add more muddy terrains, also burned surfaces and dead trees.
2) From above, the players should have to walk slower on the muddy terrain.
3) Trees and grass can still appear among some of the terrains (like at the starting section) but should be fewer than the vanilla version.

[UPDATED#2] 4) There are TOO MANY Coconut and palm trees on the island. The majority of them you can see nowadays on Okinawa were imported from tropical countries, appeared mostly on the fancy resorts and shopping streets of the island. But if you ask me, there might be a chance that some of the trees might actually existed on the island at that time, but not way too many as they were portrayed in the game. And the tree should be 'Satake palm tree', as for the realism.
WISB: All of most of them should be REMOVED from this and Breaking Point missions, INCLUDING IN THE CUTSCENES.

- Wana ridge shouldn't become fully captured by US Marines on May 14th. In reality, it takes several days for US Marines to conquer this ridge (possibly since May 12th ~ 21st).
WISB: The date should be changed from 14th to somewhere within 19th~21st.
- A combination of M2 Flamethrower and M1919 (30 cal) is TOO HEAVY and unreliable for a just single soldier to carry them.
WISB: Change the 30 cal into something else like M1 Carbine or M3 Grease gun (new weapon, optional).
- [OPTIONAL] Faded-out/Washed-out color uniform for some of the US Marines.
- [OPTIONAL] At this point, Miller should be promoted into Corporal by now (judge from what he had done and had been through since the Battle of Peleliu).
- US marine's 'Corpsman' should have no 'RED CROSS' insignia on their uniform during the Battle of Okinawa, due to being a prime target for the Japanese snipers.
- For the two Sherman tanks that absurdly being destroyed so easily by a just ONE HIT from the Japanese mortar fires:
1) A couple of mortar rounds should be shelling on the marines first, the first tank could have been hit by Japanese artillery.
2) The second tank is trying to drive back, but it ends up stuck in the mud before the second artillery shell hit and destroy it.
- During the last stages of the war in the Pacific, there should be some of the new Japanese (IJA) models appear in this mission and Breaking Point.
1) IJA with battle-worn uniforms (dirtier uniforms, torn clothes, etc.).
2) [OPTIONAL] Few can appear with Japanese WW2 bandages.
3) Few of the 'BARE CHEST' model (no tunic) can appear since this mission.
4) Few of the IJA men don't have to wear a helmet or any kind of headgears.
- A short tropical pant is unnecessary for the Okinawa theater.
- The majority of IJA in this and the next mission should have worn the T98 uniforms.
- Everything else about US Marines and IJA had already mentioned Since Part 1.


Breaking Point
- In the cutscene:
1) (Most of or every) Coconut and palm trees must be removed for the reason I had already mentioned in the Blowtorch and Corkscrew section.
2) The name 'Kakazu ridge' should be changed into something like 'Shuri line' or 'Sugarloaf hill.' Since US forces had already passed the Kakazu ridge almost a month before the engagement at the Wana ridge.
3) [UPDATED] From the cutscene, a group of US Marines walks from the south into the north. This is certainly IN CONTRAST with the reality that American headed toward to the south, at least on May 1945.
4) 1,000-yard stare was actually known during WW2 as '2,000-yard stare.'
5) Shuri castle IS NOT THE JAPANESE LAST STAND, the main forces (32nd Army) were retreating into the 'Cape Kiyan' on the South of the island before US forces had arrived the Shuri line.
6) From above, US forces were not going home yet after they captured the Shuri castle for the obvious reason.

- This is a FICTIONAL mission. In reality, there was only minor fighting between US ground forces (Army infantries and Marines) and a small Japanese remnant in the Shuri sector.
- Sightly WORSE than the Blowtorch and Corkscrew mission, the battlefield by overall is very unrealistic.
1) Most of the southern sector of Okinawa should have been completely devastated by a bombing raid and naval gunfire, especially the Shuri line and the nearby areas.
2) More muddy terrains and burned surfaces around the castle.
3) The castle buildings seem to be looking fine and got a minor damaged. Which is very contrast with what Polonsky said: "Our planes bomb the sh*t out of this place," and in reality that the castle was completely reduced into the rubbles before the ground forces even had arrived.
So I guess Treyarch might tried to create an ALTERNATED timeline once again as if most parts of the castle and its surroundings had survived from the furious naval gunfire and bombing raid.

WISB: More damaged on the buildings and other structures inside the castle parameters and surroundings/outer areas.
- The color of the vanilla version of Shuri castle is completely anachronistic. And honestly, the entire castle and surrounding areas seem to be based on the 1992 reconstruction version.
Here is my texture mod to sugarcoat this: Indiedb.com
For more info: Moddb.com
- There is a Japanese garden inside the castle, which was never existed in reality (according to the real aerial photographs). It's kinda acceptable for the gameplay reason, but the area needs to have more damage by US bombing raids.
- Treyarch had moved the 'Shureimon/Shuri gate' from the western part of the castle into the northern part (the starting point of this mission) for some unknown reason that EXTREMELY UNNECESSARY.
WISB: It should be visible in the background, a very far WEST of the castle.
- Some of the buildings and other structures around the castle had been missing, likely because of the lacking of proper research:
1) [Updated] Two main buildings of the Engaku-ji (Okinawa) temple
1.1) The temple was located on the left of the starting section, but only the front gate building and Hôjô-kyô bridge appeared in the game.
1.2) The 2 buildings should be severely damaged or only left in the rubbles.
More info: Engaku-ji (Okinawa) - SamuraiWiki (samurai-archives.com)

2) Methodist Church - Left in ruins after the furious bombing raid and naval gunfires, located on the north-east of the castle (quite far from the starting areas, but should be visible).
More info: Shimashi.ti-da.net and Christiantoday.co.jp

3) [Updated] Okinawa normal school - The old elementary school, should be severely damaged and appeared behind the starting point on the right (the plain area near 'Benzaitendou' shire and 'Enkan pond').
More info: Okic.okinawa, Okic.okinawa, and 沖縄師範学校男子部 師範鉄血勤皇隊切り込み兵 - Battle of Okinawa (hatenablog.com)

4) Kankaimon, the MAIN entrance of the castle. It was replaced by some fictional building (the 'west building') for no apparent reason.
More info: Japantravel.navitime.com and Tripadvisor.com

- At the very beginning of this mission, Roebuck said something like: "Word is, main force pulled back to the north ridge..." If what he said is actually means the Japanese forces, then this is completely contrasted to the reality that the Japanese forces actually retreated to the south. Also when the marines see the shadow of Japanese soldiers through the Shoji window, Roebuck is way TOO SLOW to signal his men to be ready and shoot at the enemies.

- **[Updated] New US unit for this mission: US Army infantry from the 77th Infantry Division.
Since they actually participated along with the 1st Marine Division to capture the Shuri line sector. They can arrive to assist the marines either during the fighting inside castle areas or the entire mission (mix with marines).
Appearance by overall: Regular army tropical combat uniform with no camo helmet. Optionally, some helmets can have 77th Infantry Division decals on them: 1) Vertically long 'Hollow trapezoidal' shape with white color on the right side or 2) Vertically long 'Hollow trapezoidal' shape with yellow color on the left side.


- As mentioned in Part 4, the Japanese visor cap MUST be removed from the regular/common soldiers.
- Since the mission should have more devastated landscape and very few trees and grass left. The majority of the ambush squad should have no leaf camouflage on them.
- Since there weren't any of the coconut and palm trees on the Okinawa island (or just a FEW numbers), then (most of) the Japanese snipers should appear on the castle wall and among the ground rubbles instead.


- **[Updated] Optional unit - New Japanese unit for this mission: 'Kempeitai officer.'
1) Either Type 98 uniform or the cavalry uniform with high black leather boots.
2) Wear a visor cap and Kempeitai's armband. May be other headwears in some or few numbers are fine.
3) Appear in few numbers.
4) Insignia of rank: Sergeant major (Higher) and Private 1st Class (lower).

- Japanese officers appearance in this mission should be increased.
- **Mortar rounds should be changed from the American rounds into the Japanese one. Since Miller (the player) picks it up from the Japanese mortar crates.
- For Japanese ambush teams who hide inside the spider holes, then open fire with Type 100 and jump from the holes with Arisaka rifle: Change their gun into Type 99 LMG + Bayonet is highly recommended.
- Everything else about US Marines and IJA had already mentioned Since Part 1 and in the 'Blowtorch and Corkscrew' part.



[UPDATED] Extra historical accuracy details according to The Frosty 1's video - "Listing Every Historical Inaccuracy in Call of Duty World at War":

Black cats
- Black Cat Squadron shouldn't be VPB-54. The real "Black Cats" squadron should be named as VPB-71. However, they were actually operated in the Philippine areas on April ~ May 1945 and the real patrol bombers that directly participated in the Battle of Okinawa are the Martin PBM Mariner. Nevertheless, my modder friend Gicombat suggest that the flying range of PBY Catalina is around 4,000 km and the distance between Philippine and Okinawa is under "2,000 km" so it possible that a flight of the PBY could be able to patrol around the south of Okinawa during that time.
- Bombs and torpedoes attached on the planes should be used to destroyed merchant ships instead.
- Both Black Cats should have no chance against the hoard of Zeroes, of course. God probably loves the Manta ray crews (players) so much for some reason. Or for the best explanation, plot armor.
- Some US vessels depicted in this mission are either incorrected or fictional.


+++

Blowtorch & Corkscrews

According to The Frosty 1's video:
- Modern day aircraft carriers and cruisers appeared in the cutscene.



That's it for Part 5. If you have any disagreement, questions or even more suggestions, feel free to leave it here in the comment section or contact me personally in a private message box.


See you later in Part 6!

FeReise

Here is the fourth part of my topics about Call of Duty: World at War's historical inaccuracy and other mistakes, also suggestions on how to improve it.
This part will mainly focus on the issues in Burn 'em Out, Relentless, Blood and Iron, and Ring of Steel. The 6th ~ 9th mission of the game.
For Part 1 -> Moddb.com
For Part 2 -> Moddb.com
For Part 3 -> Moddb.com

MAIN PAGE: Moddb.com


Burn 'em Out and Relentless
As mentioned in PART 1
- 'The Point' seems too high, the real one is just a 30 feet-tall hill and it might don't look so rocky like in the game.
- Due to the fact that US soldiers just arrived on the white beach on the very ‘first day’ of Peleliu invasion (September 15th, 1944). So it impossible that Japanese troops could be able to capture enemy weapons and keep them inside their own bunkers on the first day of US forces invasion on the island.
WISB: Remove the American weapons from Burn 'em Out mission only, and replace them with other proper Japanese weapons.
- USMC P44 uniform should have a more Greenish tone. And there should be a variation on the uniform.
- Few of US marine AIs can use M1 Carbine in Burn 'em Out mission. And the name MUST be changed from M1A1 into M1.
- The original M1A1 Thompson (30-rounds magazine) and M1911 (Series 80 frame) models have to be changed. Also for M1911, 8-rounds capacity MUST be changed into 7 and its firepower should be increased.
- [Optional] M1 Garand is depicted as being able to reload partway through an en-bloc clip. Although it was unnecessary.
WISB: The player should have to empty their M1 Garand's clip in order to reload it again.
- Winchester Model 1897 actually held only 5-rounds, not 6.
- M1 Garand with bayonet can randomly appear in this mission as a variation for the weapon.
- [Optional] Add the actual NCO models for the USMC AIs.
- When using the Japanese AA triple 25 gun, there should be 2~4 US marines assist the player to operate and reload the gun.
- [Optional] choice for the M2 flamethrower: In Hard and Veteran difficulty, the flame thrower’s fuel should be limited (about 10~20 sec).
- New weapons and replacement weapons:
US: M1919A6 (replace the original 30 cal), M7 Grenade Launcher with 'M1 adapter' (replace the M1A1 rifle grenade adapters).
Japan: Type 38 + Type 97 (sniper) rifle, Type 96 LMG, Type 26 revolver.
- Japanese tropical uniforms need more variations and have no 'M' sign chest mark.
- There should be 1-2 more color variations for Japanese officer models.
- [Optional] Add NCO models for the Japanese troops, both Tropical and Type 98 uniforms.
- EVERY IJA troops with a regular tunic (Type 98) only had a 'Lance Corporal' insignia on their collar.
WISB: Add other insignia of ranks for the IJA troop. Or using the EASIEST way: no-collar tabs, just simply remove it. But if Treyarch insists, the insignia for low-ranked soldiers are recommended to be Private 1st class and 2nd class.
- [Optional] Add 'Button-up collar' version for the Type 98 tunic models, mixed up along with the original opened-collar (casual style) version.
- For the Japanese AI models with nationalistic HEADBAND:
The original pattern of the Japanese headband should be changed into a normal red circle (sun) in the middle of the white background. Because the original one looks more suitable for the Kamikaze pilots than the regular IJA models.
- There should be a 'helmet-scarf' version of the nationalistic headband also (a smaller cloth wrapped around the Japanese helmet).
- The appearance of Type 100 (model 1944) should be fewer, as an uncommon ~ rare weapon for the Imperial Japanese Army (IJA).
- Every Japanese officer shouldn't equip only with Type 100 SMG.
WISB: Most of them can equip with Type 38 and 99 Arisaka rifles, also with a pistol (sidearm, like Nambu and Type 26) only. About a few of them should be allowed to use such a rare/uncommon SMG.
- The real Type 99 LMG held only 30 rounds, instead of 32 rounds (as for Single Player only, the Multiplayer version did it correctly).
- My thought on the randomization of the primary firearms among the common Japanese troops:
Equipped with Type 38 Arisaka = 40-50%, Type 99 Arisaka = 20-30%, Type 96 and Type 99 LMG = 15-20%, Type 100 and others = 5-10%.
For ambush squads (every firearms can be equipped with bayonet): Type 38 and 99 = 60-70%, Type 96 and 99 LMG = 20-25%, Type 100 (could be attached with a bayonet, fitted to the barrel) = 10-15%.
- A new Banzai charge conditions for Japanese AIs, since this mission to the end of the US campaign:
After their main firearm ran out of ammo, most of the Japanese soldiers should be charging right at the player or teammates AIs, attacking them with gun's butt and bayonet.
And some can be running at the player or teammate AIs while holding the Japanese Type 97 hand grenade in their hand (suicide bombers).
While for NCOs and high ranked officers, some of them can use the Japanese Shin-Gunto sword for suicide charging.
- A majority of Japanese Type 94 trucks should have a greenish color base.

New for these 2 missions:
- As from the Relentless's cutscene, Roebuck said "...They're making their last stand in the jungles and caves that surround the heavy guns on the point. We take them... and we take Peleliu".
But this seems to be incorrect since there still a northern part of the island left. Also, the famous Umurbrogal Ridge aka ‘Bloody Noose Ridge’ seems to be a more appropriated place for the Japanese last stand.
- Also, the cut-scene shows that Treyarch also used and mixed up other WW2 video footage that doesn't relate to the Battle of Peleliu at all. For example, footage of 2 Japanese soldiers in the Burma campaign, one of them is throwing his hand grenade.
And seems like this also happen in some other missions as well. But as for me, it's kinda acceptable since the real footages are probably too few or quite rare to find, and at least it's not being out of place like in Black Ops 1 (for example, 1975 'Fall of Saigon' footage in 1968 missions).
- [Optional] The Umurbrogal Ridge should appear in the far background in Burn'em out.
- [Optional] It's unnecessary to feature the Japanese bunker from the 'Little Resistance' mission in Burn'em out (located behind the starting area, using 'no-clip' will help you see it better).
- Although it served a prominent role in capturing 'the Point' and suffered heavy losses, 'Company K' of the 3rd Battalion, 1st Marines Division was never mentioned at all in this game.
WISB: Mentioned the Company K in the intro or in the mission. Or in a better way, mentioned that Roebuck groups are Company K's 'REINFORCEMENT' to replace the company losses from the first attempt to capture the Point.
- Except for Roebuck and Polonsky, other US Marines teammates in the first half section of this mission shouldn't be killed off suddenly after the player had successfully destroyed 2 Japanese anti-tank positions.
- IJA with Type 98 tunic models should be mixed along with the tropical models for variation of the enemy (appeared together). But as for 'Burn 'em out' mission, Tropical models should be a majority of the enemy models.
- Japanese Visor cap should be REMOVED from the common Japanese soldiers.


Blood and Iron
- Possibly a mistake by developers, the original DATE settings is completely messed up (April 16th, 1945).
WISB: Since Their Land Their Blood was set on April 18th, the date setting of this mission should be changed into either 19th or 20th.
- According to the History Gaming Verified (https://www.youtube.com/watch?v=e8dHNO4_D0w). There were TOO MANY of the fortified concrete bunkers in the battle (by overall, it looks more similar to the Siegfried line than the Seelow heights).
WISB: Replace most of the concrete bunkers into wooden pillboxes and Anti-tank ditches. And the number of 'Dragon's teeth' (Anti-tank traps) should be decreased also.
- Everything about Late-War Soviet and German models, weapons and appearances are already mentioned in Part 3.
- It's strange that a group of regular Soviet infantrymen could be able to command such a Tank. And what's even weirder is, according to Reznov orders, it seems like Dimitri did most of the roles inside his tank. Served as a turret gunner, driver, and flamethrower (radio) operator at the same time.
WISB: Made a situation or mentioned that only Reznov and Dimitri have been 'selected' to replace 2 of the lost tank crews during the battle. While Dimitri could be served as a 'gunner', Reznov could be served as either loader or the flamethrower operator/radiomen (as he also responds to the commissar orders from the tank's radio). And there should be an interaction between Reznov, Dimitri and other 3 tank crews also (or at least the tank commander).
- At the end of the mission, Yak 9's rockets should actually hit and destroy their targets.
- The player's OT-34-85 seems to survive TOO LONG in the places that filled with Panthers and anti-tank weapons, also some 88mm Flak and King Tigers.
WISB: Apart from a small group of T-34-85 that could be quickly destroyed in the fields, there should be at least 2 of the HELPFUL 'IS-2' heavy tanks accompanied by the player also.
Note that several IS-2 tanks were indeed participated during the Battle of Berlin, as a prominent heavy tank during the battle.
- Appearances of the IS-2 by overalls:
1) Much better firepower and accuracy, also thicker armor than T-34-85.
2) It can be attached with 'Dshk' machine gun (Black Ops 1 & 2) on its turret. And it could replace T-34-85 with the American's 30 cal machine gun*.
3) Same as T-34-85, it could have a variety of markings on its turret. But most commonly, the white stripes.
- [Optional] New tank destroyer for Soviet faction: SU-85, As an optional choice for a variety of the game’s contents. Few of them can appear either just for scenarios or at least 1 of them would assist the player in clearing this mission.
- [Optional] New tank and tank destroyer for the German faction
1) Tiger I - Same as the King Tiger, they existed in the Battle of Seelow Heights and the Battle in Berlin (mostly belong to Muncheberg Panzer Div, 502nd SS, and 503rd SS Heavy tank battalion).
Few of them can appear in this mission, recommend to replace the first and second King Tiger (one at the radio tower and another near the bunker).
2) Jagdpanzer 38(t) (Hetzer) - As already mentioned in Part 3, they certainly existed in both battles. Few of them can appear also in this mission.
- For the Soviet and German tanks in Multiplayer mode:
Soviet: Both T-34-85 and IS-2 can appear in this mode. But because the fact that T-34-85 is rarely got an MG attached on its turret, so it could be modified with proper Soviet's MGs like either mounted DP-27 or SG-43 for the sake of gameplay.
Axis: Either Panzer IV or Panther, and either the optional Tiger I or King Tiger can be used in this mode. Both tanks can be attached with a mounted version of either MG34 or MG42.


Ring of Steel
- Cutscene mistakes:
1) In the line that informs us how many defenders inside Berlin defense parameters: "45,000 Wehrmacht" and "40,000 civilian soldiers". The word 'Wehrmacht' should be changed into something else like 'Axis forces' or 'Wehrmacht and SS' or 'Military defenders'.
Because apart from Heer, Luftwaffe, and Kriegsmarine (since April 25-26th), there were definitely the FOREIGN VOLUNTEERS + German Waffen SS forces and regular SS men participated in the Battle of Berlin as well.
2) The name 'Panzergrenadiers Division 11' (as to mention the 11th SS Nordland Pzgd Div) should be changed into 'LVI Panzer Corps'.
3) As from the "2.5 million Soviet soldiers", it was just an estimated number of the whole Soviets during the entire Berlin campaign. But only about '1.5 million' that actually fought inside the city (the Battle 'IN' Berlin).
4) [Optional] The name 'Soviet soldiers' should be changed into 'Soviet + Polish soldiers', as to mentioned the 'Polish First Army' among the Soviet forces in the battle.
5) It doesn't mention about 3 million regular civilians who trapped inside the city along with military + civilian soldiers at all.
- At the end of this mission, the Reichstag can be seen from afar, which is UTTERLY IMPOSSIBLE in reality.
Since the 3rd Shock Army was fighting in Pankow borough and its districts, the very northern part of Berlin and that's mean it's VERY FAR from the central part of the city and the Reichstag itself.
WISB: The Reichstag in the background should be replaced by the Gethsemane Church (Evangelical Church of Berlin) located in the southern part of Pankow borough, at Stargarder Str. 77, 10437, near Schönhauser Allee station.
- 'Cellars' in many of the buildings should have been made properly. Because all of them were situated in the SAME level as the streets (as the ground floor of the building, not the basement as they're supposed to be).
- For the Berlin signposts
1) 'Tegel' sign should be changed into 'Mitte [1]'
2) 'Tiergarten' -> Either 'Barnim' or 'Tegel'
3) 'Mitte [3]' -> Either 'Tegel' or 'Wittenau'
- Only 3 of the German propaganda posters exist in the Single-player.
WISB: The posters should have more variations, recommend to use the Volkssturm, Hitler Jugend, and any proper late-war posters.
Also from above, 2 of the original propaganda posters should be changed:
1) Fake 'Nicht Spenden Opfern' should be changed into a real one.
2) A poster with German soldiers from '1940' should be changed into something more proper.
- [Optional] Seems like a compass need to be 'Remagnetized' a little bit, a direction that pointing into the South-West should be changed into the 'South' instead.
- Since the real Hitler's birthday is April 20th, NOT 23rd. So the first Commissar Makrov's dialogue MUST be changed from "On the Fuhrer's birthday... A barrage of Katyushka rockets will tear Berlin to pieces" into something like "Since the Fuhrer's birthday... A barrage of Katyusha rockets has been tearing Berlin to pieces".
- Everything about Late-War Soviet and German models, weapons and appearances are already mentioned in Part 3.
- [Optional] Player should be equipped with Mosin Nagant 'M44 carbine' version (mentioned in Part 3, attached with folded bayonet) as a starting weapon along with TT-33 pistol.
- Since this mission until the end of the campaign, M44 and (optionally) M38 version can be appeared along with the M91/30 version, about 40-50% of the Bolt-action rifles among Soviet troops.
- [Optional] Seems like 2 Katyusha at the starting section were left unguarded by the Soviets, there should be at least 2-3 Soviet soldiers stand nearby them also.
- American's 30 cal on the turret of T-34-85 should be REMOVED completely (no MG mounted on it).
- At least 1 IS-2 heavy tank with a Dshk machine gun could be used to replace one of the T-34-85 during the final section of this mission (recommend to be a front tank).
- As from above, there should be a turret gunner (tank crew) commandeered the IS-2's MG first. After he was shot down by the enemy, then we can get on the tank to use its turret.

- In this mission, Fallschirmjager (paratroopers) and the [Optional] Luftwaffe personnel (Part 3) should appear in this mission as a majority (or at least about a half) of the defenders.
Due to the historical fact that the 9th Fallschirmjager Division (some paratrooper veterans mixed up with many of Luftwaffe cadets/trainees, most of which have no combat experiences at all) had mainly defended the Northern/North-Eastern areas (possibly including the Pankow borough) during the battle.
- As from above, I believe there should be more than just paratroopers and other Luftwaffe units that defending those areas, so I'd recommend to include the Heer units (based on those from 18th Panzergrenadiers Div., 20th Motorised Div., and Munchenberg Panzer Div.) and Volksstrum men to join the battle also.
- Waffen SS units are unnecessary for this mission since the 11th SS Pzgd Div was defending the South-Eastern sector of the city during the first stage of the battle (April 20th~24th). And other SS units are most likely to be defended the central part of Berlin.
- New German units:
1. 'Hitler Youth' (Hitlerjugend) - Based on the several HJ units during the Battle 'in' Berlin.
Overall appearance:
1.1) Black HJ uniforms with Hitler Youth dagger, HJ armband, HJ belt buckle, and other proper insignia.
1.2) Their ages for models should be based on the 15~18 years old teenagers (no children, it's unnecessary).
1.3) Many of them should be armed with Panzerfaust (similar to Volkssturm).
1.4) Their primary weapon is mostly Kar98k, but few can be equipped with other firearms like MP40 and MP28 (will be described later).
1.5) Their sidearms/pistols should be randomly mixed between P38 and Luger P08, and some of them can be equipped with a secondary weapon (pistol) only.
1.6) Few of them can be operating a mounted machine gun.
Note: HJ unit is [OPTIONAL] for this mission, but RECOMMENDED for Eviction, Heart of the Reich, and Downfall.
2. [OPTIONAL] 'Volkssturm leaders' - Few of them can appear among Volkssturm members.
Overall appearances:
2.1) Their insignia of ranks on their M40 greatcoat and M40 tunic could be 'Kompanieführer' (company leader) and 'Zugführer' (platoon leader).
2.2) 2 models among 15~30 Volkssturm men.
2.3) They can be equipped with slightly better gears and better weapons like MP40, MP28, and STG-44.
Note: The above unit is [OPTIONAL] since for this mission until Downfall (the end of the campaign).
- Panzerfaust can be significantly used since this mission until the end of the campaign.
- New German weapons (since this mission until the end of the campaign), all guns are [Optional]
1. MP28 - Used to be appeared in COD: WWII, although it NEEDS to have a LOWER RATE OF FIRE like in reality. This 20-rounds SMG can equip by few Fallschirmjager, Volkssturm, Hitler Youth, and SS/Waffen SS men
Note: 32-round drum magazine can be used as an unlockable attachment for this gun in Multiplayer mode.
2. HP-35 (Hi-Power) Pistol - As a new pistol for German soldiers. This 13-rounds pistol can appear among some of Fallschirmjager and SS/Waffen SS men.
3. Gewehr 98 - The older and longer version of Kar98k, could be equipped by some of Volkssturm and Hitlerjugend men. Some or few can be attached with a bayonet.
Overall performance (compare with Kar98k): Slightly higher accuracy and firing range, but takes a longer time to reload, also to aim and swap.
4. MG08/15 - Used to appear in BO2 and BO3, but NEEDS to have a lower rate of fires. It can be used by Volkssturm men as a mounted-machine gun, few of them can appear in this mission and Eviction.

UPDATE: Special for Hitlerjugend unit - Regular German battle cries + new voices (younger German voices) and new dialogues with more fanatic feelings.

[Special Optional] - Continuation from Part 3:
- I think it'd make more sense and more appropriate if Reznov and the gang belong to the "8th Guards Army" instead of the 3rd Shock. Since it was originally the '62nd Army' from the Battle of Stalingrad, and it was the army that directly attacking the 'town of Seelow' also.
And after the Eviction mission, they would have later joined the 3rd Shock Army to assist them in taking the Reichstag.
- If these changes have been accepted, then the presence of German paratroopers (9th Fallschirmjager Division) and the Luftwaffe personnel should have been replaced by the FOREIGN VOLUNTEERS Waffen SS from the 11th SS Nordland Pzgd Div. Since their defending positions were certainly in the South-Eastern area of Berlin, and the 8th Guards Army has directly attacked that part of the city.
- Change a location from the 'Pankow' borough into the 'Köpenick' borough.
- According to the 8th Guards Army advancing direction and Stadtbahn (east-west) routes (S-Bahn 'S3' line).
Reznov and his troops should get out from the train in the area near the 'Köpenick' station (present days Berlin-Köpenick station), then they should be advancing 'south' directly into a center of Köpenick district area.
- The Gethsemane church can be changed into (known in the present days as) 'BEST-Sabel Gymnasium und Integrierte Sekundarschule' building, near Bahnhofstr./Lindenstr. bus station.
- Signposts: Pointing into the 'West' direction = Neukölln and Tempelhof, 'North-West' = Karlshorst and Friedrichshain.




Extra historical accuracy details according to The Frosty 1's video - "Listing Every Historical Inaccuracy in Call of Duty World at War":

Relentless

- **For every Pacific mission: Judge from how Miller (players) holding and using M1919A4, he could get burned by the heat from firing the gun rapidly.


[UPDATED2] PanzerMan info:

- By 1945 there were no longer "commissars" in the Red Army. The term The commissariats were replaced by "Zampolit" or political officers.

- Political Officer Markhov's model should be replaced, from M35 into the "M43" model. Besides, he wears the wrong insignia (he has buttonholes on the cap of the quartermaster service of the Red Army). He needs regular infantry shoulder straps in the rank of senior lieutenant/captain. Plus, Markhov's visor cap got the wrong color, since the original one is the colors of artillery and tank units.

- For an example of the correct Markhov's visor cap: Steamcommunity.com



That's it for Part 4. If you have any disagreement, questions or even more suggestions, feel free to leave it here in the comment section or contact me personally in a private message box.


See you later in Part 5!

FeReise

Here is the third part of my topics about Call of Duty: World at War's historical inaccuracy and other mistakes, also suggestions on how to improve it.
This part will mainly focus on the issues in "Their Land Their Blood", the 5th mission of the game.
For Part 1 -> Moddb.com
For Part 2 -> Moddb.com

MAIN PAGE: Moddb.com


Their Land Their Blood
- Cutscene mistakes, during the Battle of Moscow (1941/42) section only:
1) German Waffen SS troops with LATE-WAR uniform + camo and Panzer IV Ausf.H (or J), certainly anachronistic.
WISB: Regular Wehrmacht troops with either M40 tunic+trouser uniforms or M40 Greatcoat (as for October 1941) or both, and Panzer III Ausf.G.
2) Soviet soldiers with M43 uniform and T-34-85, also anachronistic.
WISB: Either M35 tunic+trouser uniforms or M41 Greatcoat or both, and T-34-76 with 1941 model.
3) Casualties figure belongs to the Battle of Stalingrad, not the Battle of Moscow.
- From a description of this mission in the menu section: "Breakthrough the German defenses in the town of Seelow." But from the real 'BATTLE MAPS' of the Battle of Seelow Heights, 3rd Shock Army NEVER directly attacked into the town of Seelow.
Judge from the 3rd Shock Army's REAL direction of the attack (since April 16th), they had advanced into a MIDDLE area between the town of Wriezen on the north and Seelow on the south. Those who attacked Seelow directly were the '8th Guards Army' and the 1st Guards Tank Army. While the 5th Shock Army and the 2nd Guards Tank Army were advancing in the area between the 3rd Shock and the 8th Guards.

- For the original Seelow signpost in the area where players have to destroy German tanks, it had a fictional town called 'Wendee' and also 'Zug Station' from Switzerland on it. UPDATE: The 'Zug Station' could just mean the "Train station." But the RIGHT WORD to use is "Bahnhof" as many suggested. And for my recommendation, see below.
WISB: Change the names - Wendee -> Wriezen, and Zug Station -> Müncheberg.

- A color of German's ammunition box should be changed, recommend making it darker.
- For tin cans (prop) in this game, all of them are anachronistic.
WISB: Change textures - replaced the ribbed aluminum with a plain one. And don't include pull tabs for the new versions.
More info: Steamcommunity.com.
- For Soviet's M43 gimnasterka (tunic) uniform: While the 'Tan yellow tunic + Brownish khaki breeches/trouser' is a corrected one, the greenish color on a second model's tunic is seems to be TOO LIGHT and quite inappropriate for the Red Army during the Battle of Seelow Heights and Berlin.
WISB: Replace and add more models with an appropriated colors (varied extensively from olive green through to pale brown). Example:
1) 'Olive' shade of khaki tunic + Olive khaki trouser, Brownish khaki trouser, and tan trousers.
2) Tan yellow tunic + tan trouser.
3) Brownish khaki tunic + Brownish khaki trouser and tan trouser.
For more interesting information: Artizandesigns.com
- For Reznov tunic (inside his overcoat), remove the collar tabs (insignia of ranks) and replace them with a proper M43 tunic's buttons and buttonholes.
- Apart from M43 tunic, the regular Red Army soldiers certainly have worn 2 other kinds of uniforms during the battle:
1) M41 Shinel/Greatcoat + regular belt buckle and jackboots (as mentioned in Part 2).
The insignia of ranks are unnecessary for them. But if Treyarch wants to make it, they should use the insignia on the shoulder boards with '1943-45 style' and M43 collar tabs on the coat's collars.
Infantry color (on both shoulder boards and collar tabs insignia): 'Khakis color with Raspberry piping'. And they can be used since this mission until the end of the game.
For more information: En.wikipedia.org
2) M43 Telogreika/Wool-padded jacket + regular belt buckle and jackboots.
Based on the original cut content from this game and COD 2 version. The insignia of ranks could be featured on the shoulder boards also (same color for infantry, as mentioned in the greatcoat section).
- [Optional] Add Yefreytor and other NCOs models among the Soviet troops (NO CORPORAL RANK in the RED ARMY).
Overall appearances:
1) Their insignia of ranks on the uniform could be 'Yefreytor' (equal as Lance Corporal or lower), 'Junior Sergeant' and 'Sergeant'.
2) 2-3 models per 1 Soviet's 'Rifle section' (9-11 men, randomly appeared).
3) Yefreytor can be equipped with SVT-40 and a regular M91/30 Mosin Nagant (Random).
4) 'Junior Sergeant' and 'Sergeant' can equip with PPSh-41.
- [Optional] Judge from his roles throughout the battlefield, Dimitri could be 'Yefreytor' instead of a regular private/rifleman (or promoted later in the Ring of Steel mission).
- New Sgt. Reznov's facial model in BO4 can be used in the reboot version.
- As mention in PART 2, I'd recommend to include a few amounts of 'Asian' lookings face/head models for Soviet troops, which represent the Asian ethnicities that actually existed in the Red Army.
- In the original game, every Red Army soldier is wearing ankle boots with foot wraps/puttees. While only Reznov and Chernov wear the Soviet army’s jackboot (Sapogi/Kirzachi).
WISB: The Greatcoat models, Wool jacket models, and (the optional) NCOs models should wear the jackboots also.
- [Optional] New GEAR for some of the Soviet models: Add a Shinel 'Skatka' bedroll, carried over their left shoulder.
- It would make more sense if the original Soviet's belt buckle is worn by only NCOs like Reznov.
WISB: for the common soldiers: They should have worn a regular style of the buckle instead.
- A majority of the headwears among Soviet soldiers should be Ssh40 helmet and Pilotka (field cap). While the Urshanka (fur hat) can still be maintained in the entire Soviet campaign, but it should be decreased in numbers.
And the same with tunic, base colors for the Pilotka could be various, depending on the color of each tunic: Tan yellow, Olive/Greenish Khaki, and Khaki shade of brown.
- For Ssh40 helmet: a regular version of the helmet with no marks or insignia on it could be appeared along with the original helmet with marks (it could be appeared as a majority, honestly).
- A Soviet soldier who failed to escape from his burning T-34-85 tank should be REPLACED by a Soviet's 'Tank Crew' with a PROPER uniform.

- A STANDARD M91/30 version of Mosin Nagant rifle MUST appear as a STANDARD rifle among the red army soldiers. While the appearance of the original M38 carbine model should be decreased.
Some can be attached with a bayonet as well (NOTE that M38 carbine version CAN'T be attached with a bayonet).
- PPSh-41 with a LATE-war 35-rounds ammo clip can be appeared randomly along with the 71-rounds drum magazine.
- As mentioned in PART 2, few of DP-27 and SVT-40 can appear randomly among the Soviet troops. Since this mission until the end of this campaign.
- New weapons for the Soviet troops:
1) PPS-43 (highly recommended for variations among Soviet's weaponry) - A new SMG with 35-rounds mag. Some of them can appear among Soviet troops, especially the OPTIONAL NCOs.
Overall performance (compare with PPSh-41): Lower rate of fire, slightly faster reloading, slightly better accuracy, and firing range.
NOTE: Although it got the same ammo cartridge with PPSh-41 (7.62×25mm Tokarev), its 35-round magazine cannot be used in the PPSh-41 (not interchangeable).
2) M44 carbine (Mosin-Nagant) with a 'folded bayonet' - They can appear randomly with M91/30 version but in a fewer number (as for this mission). And it could be either appeared along with or replaced the M38 version. Also, it got the SAME ammo supply with other Mosin variants (7.62×54mmR).
Overall performance (compare with M91/30, same goes to M38 carbine version): Lighter, shorter time to aim and swap, and faster reloading. But with slightly lesser accuracy and firing range.
- Replaced the American Mk2 grenade with 'F1 grenade' for Soviet troops.
- Recommend to add more 'Turret Marking' for T-34-85 tank (variations), as for example; white stripe markings (quite common among these late-war tanks).

- New and modified Uniforms/Models for the Axis forces, separate by different units
1. Heer - Base on 309th Infantry Division (Seelow), 25th Panzergrenadiers Division (Seelow), 18th Panzergrenadiers Division (Seelow & Berlin) and Müncheberg Panzer Division (Seelow & Berlin).
Appearance:
1.1) Either field grey M40 (from PART 2, as the easiest choice for the model) or M43 version of tunic+trouser.
1.2) Headwear - Regular helmets (PART 2), M43 field cap, rubber band and wires on the helmet, Camo covers on the helmet (Wehrmacht Splinter, Tan and Water pattern).
1.3) Camo uniforms with Wehrmacht Splinter and Tan and Water pattern (lesser appearance than regular field grey models) - Smock/anorak, camo trouser (+ field grey tunic), and Poncho Zeltbahn.
1.4) Proper Wehrmacht insignia on the uniforms, belt buckle and headwears. And some decorations like Ironcross ribbon can be featured on some models.

[UPDATED] According to PanzerMan, Smocks/Anoraks in the game (cut contents) are SS M42. Proper Wehrmacht versions are needed for them.



2. Waffen SS - Mainly based on the FOREIGN/NON-GERMAN Volunteers: 11th SS 'Nordland' Panzergrenadiers Division. As a 2nd branch of the 5th SS 'Wiking' Panzer Division, they mostly consisted of foreign volunteer units from Scandinavian countries, Belgian and other European nations. In the Battle of Seelow Heights, They served as reinforcement since the midnight of April 17th/early morning of 18th and fell back into Berlin during April 19/20th.
But strange enough, although they never appeared in-game, Treyarch DID mention this unit on the Ring of Steel cutscene as 'Panzergrenadiers Division 11'.
Appearance:
2.1) Field grey M40 tunic (with BLACK shoulder boards) + trouser.
2.2) Headwear - Regular helmets, M43 field cap, rubber band and wires on the helmet, Camo covers on the helmet (Plain tree, Oak Leaf summer, and Oak Leaf autumn pattern).
2.3) Camo uniforms with SS pattern (randomly appeared with regular field grey models)
- Smock/anorak and Poncho Zeltbahn: Plain tree, Oak Leaf (both summer and autumn version) camo pattern.
- Camo trouser (+ field grey tunic), and full Camo tunic+trouser: Dot 44 pattern.
2.4) Proper Waffen SS insignia on the uniforms, belt buckle and headwears. And some decorations like Ironcross ribbon can be featured on a few of the models.

***[UPDATED] - According from several war-time photographs, Waffen SS tunic Dot44 camo should have NO SS COLLAR TABS. Well, there might be some soldiers sew their collar tabs on it, but it was not by default and not very common. Mostly among higher ranks or tank crews. (Credits to Halftrack, COH's Immersion 44 mod creator)

2.5) [Optional] Special insignia on Field grey M40 tunic (on left arm, apart from SS eagle rune): Norwegian flag and Denmark flag, also 'Norge' and 'Danmark' cuff title.
2.6) As the best way to depict foreign SS-men, their battle cries should be NON-NATIVE German languages. Optionally mixes up with some of the Norwegian, Danish, Swedish and Belgian languages/dialogues.
2.7) For this mission, they should appear in a fewer number than regular Heer units. Mostly accompany with armored vehicles and stationed in several defending positions.

[UPDATED] Extra note for the Waffen SS and other SS related forces (including the new SS units in the next discussions): It's acceptable if removing the SS insignia from the uniforms is still necessary. But highly recommend using proper SS CAMO patterns and NOT USING WEHRMACHT INSIGNIA to replace the original (removed) ones.

3. Volkssturm - Base on several Volkssturm units in the Battle of Seelow Heights and Berlin, also German conscripts among Wehrmacht divisions and other units.
Appearance:
3.1) M40 Greatcoat - About half of them could be equipped with Volkssturm armband (red-white-black and yellow version).
3.2) Headwear - Regular helmets and M43 field cap (with no insignia/decals).
3.3) Young teenagers and elderly men face/head models.
3.4) Poorly equipment and gears (mostly), no insignia of ranks.
3.5) Randomly appear along with Wehrmacht but in a fewer number.

4. Fallschirmjager - Base on paratroopers from the 9th Fallschirmjager Division (Seelow & Berlin).
Appearance:
4.1) Paratroopers 'Jump Smock': A regular/no camo version (greenish, grey and brownish khaki smock), and with 'Luftwaffe Splinter' pattern version.
4.2) From above, those with no camo version can appear as a majority of the models. As to represent the lack of proper equipment during late-war for German forces. Also, inexperienced Luftwaffe men who were thrown into the battles, and many of those were filled into this division, mix with the veteran paratroopers (camo).
4.3) Headwear - M38 FJ helmet: Both non-camo covers (decals are unnecessary for the Late-war period) and with camo covers version (Luftwaffe splinter). Also M43 field cap.
4.4) Proper Luftwaffe insignia on the uniforms, belt buckle and headwears. And some decorations like Ironcross ribbon can be featured on a few of the models.
4.5) For this mission, they should appear in a fewer number than Heer and Waffen SS. Mostly stationed in several defending positions and among those who equipped with Panzerschreck (mix with Waffen SS).

5. [Optional] Luftwaffe cadets/trainees - Base on several inexperienced Luftwaffe personnel who were thrown into the battles and filled into several German divisions (notably, 9th FJ Div and 25th Pzgd Div).
Appearance:
5.1) M35 Luftwaffe tunic + yellow collar tabs + shoulder boards with yellow piping (yellow = color for an infantry unit, while red = artillery unit). Also a white undershirt and black necktie.
5.2) Headwear - Luftwaffe helmet with Luftwaffe eagle decal on the LEFT side only.
5.3) Proper Luftwaffe insignia on the uniforms, belt buckle and headwears.
5.4) For this mission, they should appear in a fewer number than Heer and Waffen SS. Mostly appear along with Fallschirmjager troops, and occasionally with Heer troops.

As already mentioned in 'PART 2'
1) A regular tunic with sleeves (formal-looking) can appear along with the original rolled-up sleeves version.
2) A position of German epaulettes/shoulder boards MUST be in a corrected direction (original version is backward/opposite).
3) [Optional] Add 'Button-up collar' version for the German models, mixed up along with the original opened-collar (casual style) version.
And the opened-collar in the original version should be a bit narrower.
4) A grey T-shirt inside the tunic should be replaced by a regular undershirt.
5) A paper bag on some of the German submachine-gunner models could appear in a fewer number.
6) The Pertrix flashlight no.667 (torch flashlight) that originally used on some of the German models is LIKELY to be anachronistic (post-war).
WISB: Use the older model of torch flashlight, but for the EASIEST way: Just simply remove it, it's unnecessary for the models.
7) Not every German model had to be equipped with the 'suspenders', according to several real war-time photos.
WISB: About half of them could have 'cotton webbing' suspenders, while some models like the optional NCOs could equip with the original leather ones and no suspenders for the rest.
8) [Optional] As for field tunic models, recommend to include some of the models with 'EXEMPTED' enlisted men insignia for them.
Overall appearances:
8.1) Their insignia of ranks on the uniform could be 'Obergefreiter' and 'Gefreiter' (both were equally as Lance Corporal).
8.2) 2 models per 1 German 'Squad/Gruppe' (10 men).
8.3) Those who equipped with 'Light Machine Guns' can be Gefreiter.
9) [Optional] as from above, at least 1 German model per 10 soldiers (squad) could be 'NCO'.
Insignia of rank: Either 'Unterfeldwebel' (Sergeant) or 'Unteroffizier' (Corporal) on the shoulder boards and collars (white stripes).

- [Optional] For SS, recommend to include models with 'EXEMPTED' enlisted men insignia for them also.
Overall appearances:
1) Their insignia of ranks on the uniform could be 'Rottenführer' (Obergefreiter) and 'Sturmmann' (Gefreiter).
2) Apart from chevron on the sleeve, their insignia must appear on collar tabs also.
3) 2 models per 1 German 'Squad/Gruppe' (10 men).
4) Those who equipped with Light Machine Guns and Panzerschreck can be Sturmmann.
5) [Optional] At least 1 Waffen SS model per 10 soldiers (squad) could be 'NCO'.
Insignia of rank: Either 'Scharführer' (Sergeant) or 'Unterscharführer' (Corporal) on the shoulder boards.
- [Optional] For Fallschirmjager and optional Luftwaffe personnel, recommend to include some of the models with 'EXEMPTED' enlisted men insignia for them also.
And in the original cut contents version, every single one of them got an 'Obergefreiter' insignia. It has to be changed. Overall appearances:
1) The majority of them should be 'Flieger' (private).
2) For exempted enlisted, their insignia of ranks on the uniform could be 'Obergefreiter' (got a special shoulder board also) and 'Gefreiter'.
3) Apart from chevron on the sleeve, their insignia must appear on collar tabs also.
4) 2 models per 1 German 'Squad/Gruppe' (10 men).
5) Those who equipped with Light Machine Guns and Panzerschreck can be Gefreiter.
6) [Optional] At least 1 model per 10-20 Luftwaffe soldiers and paratroopers could be 'NCO', and the model can be equipped with Luftwaffe VISOR CAP. Insignia of rank: 'Feldwebel' (equal as staff sergeant) on the shoulder boards and collars tabs.
- Add 'Ankle/Low boots' with 'Gaiters' for a half of German models (used extensively during the late war period). Highly recommend for the camo trouser + field tunic and camo tunic models.
- More face variations for every Axis troops, especially Volkssturm (as mentioned) and foreign Waffen SS.
- For Zeltbahn (originally carried by Submachinegunners):
1) Some can be equipped by regular riflemen also.
2) Camo - Wehrmacht Splinter and Tan and Water pattern for Heer, Oakleaf summer and autumn for Waffen SS, and Luftwaffe Splinter for Fallschirmjager.
- [Optional] Special camouflage among Wehrmacht and Waffen SS troops.
Leibermuster - developed by the German military in February 1945. Saw only limited usage among Wehrmacht and SS forces.
Info: German World War II camouflage patterns from Wikiwand - Wikiwand.com
And Leibermuster from the same website - Wikiwand.com

- Kampfmesser (German knife) handle needs a proper wooden color.
- Kar98k (originally removed from this mission for unknown reason) MUST be included and portrayed as a common weapon among Axis forces.
Some of them can be equipped with bayonet just for variation.
- Fewer MP40 and Gewehr 43 among Axis troops and few STG-44 can be included in this mission also.
- New weapons for Axis forces (highly recommend):
1) Panzerfaust - As a MAIN Anti-tank weapon of the Axis forces, the player can pick it up from some areas to destroy tanks and watchtowers. Recommend to use the '60M' version for its model.
2) Hand-held MG34 (as mentioned in Part 2) - Despite the introduction of MG42 back in 1942, MG34 still being used by several Axis troops during Late-war. Also, it should be compatible with MG42's ammunition (got the same ammo supply and use the same drum magazine).
3) Gustloff Volkssturmgewehr 'VG. 1-5' rifle, a.k.a. MP507 (regular version) - It uses the same 30 round magazine and a cartridge with STG-44 (7.92×33mm Kurz) and was specially made for the ‘Volkssturm’ unit during the last year of the 3rd Reich. This one already featured in Sledgehammer’s COD WW2 as a full-automatic SMG. But by the historical fact; although some of the VG.1-5 rifles were made with capable of selective fire function, the rest of them were only made as ‘Semi-automatic’ weapons.
Appearance:
3.1) [Optional] it should appear in Single-player as a regular semi-automatic rifle only.
3.2) Few can appear among Volkssturm men only.
3.3) For Multiplayer, it should appear as a Tier 1 weapon first. Then it would gain its new attachments like foregrip (MP508) and selective fire/full-auto ability.
NOTE: This gun also displayed in the Seelow Heights Memorial Site and Museum. From German Third Reich Historical Visit 2013, Heritage Bn. Website - Corregidor.proboards.com
- Same as Part 2, captured weapons like PPSh-41 and (optional) SVT-40 can be used by a few of Axis soldiers.
- Same as Part 2, additional sidearm like 'LUGER P08' can be used by a few of Axis soldiers (recommend to be the optional NCOs).
- For MG34/42 50-rounds drum magazine, as from this info: Imfdb.org
"...Note that this isn't how the MG42's belt drum actually works; using the belt drum, in reality, requires the top cover to be opened and the belt in the drum to be correctly positioned. It seems that the developers instead thought that this was an actual drum magazine, rather than a container for a belt."
WISB: A proper drum 'container' for a belt magazine instead of the original one, also with an appropriated loading animation.
- For Panzerschreck: From this info - Imfdb.org
"...The rocket (which currently seems to be misaligned with the tube) is simply shoved in, without pressing down the contact pin on top of the contact box (not visible in this shot, as it is on the left side of the launcher, off of the edge of the screen); furthermore, considering how the Panzerschreck's rocket's tail had to be lined up carefully by manipulating a locking lever, loading the launcher like this would quite possibly lead to the rocket simply falling out of the tube. And given that a Panzerschreck is 65 inches (1.65 meters) long while the average WW2 soldier was ~68 inches (1.73 meters) tall, reloading like this would probably require a box to stand on or the muzzle to be shoved into the ground."
WISB: This might could be changed properly in the new version.
- The real FG42 held only 20 rounds, not 32 (for Single Player only, the Multiplayer version has done it correctly).

In conclusion: Primary firearms for each unit, as for 'Their Land Their Blood' and 'Blood and Iron' mission (not including Anti-tank weapons).
Heer -> Kar98k = 60%, MP40 = 15%, MG34 and 42 = 10%, STG-44 = 5%, Captured firearms = 10%.
Waffen SS -> Kar98k = 35%, MP40 = 15-20%, Gewehr 43 = 5-10%, MG34 and 42 = 10%, STG-44 = 20%, Captured firearms = 10%.
Volkssturm -> Kar98k = 70%, MG34 and 42 = 5%, VG 1-5 = 15%, Others = 10%.
Fallschirmjager -> Kar98k = 35%, MP40 = 10%, Gewehr 43 = 5%, MG34 and 42 = 15%, STG-44 = 15%, FG42 = 15%, Captured firearms = 5%.
[Optional] Luftwafee trainees -> Kar98k = 70%, MP40 = 15%, Captured firearms and others = 15%.

- In the original version, there is only KING TIGER tank that appeared in this mission. And they can be destroyed TOO EASILY, by just a couple of Panzerschreck rockets. WISB:
1. Replace the 1st and 2nd tanks with Panthers (fight to the death with a couple of T-34-85).
2. Both 3rd and 4th tanks (where the player has to use Panzerschreck for the first time) can be replaced by Panzer IVs.
3. Both 5th and 6th tanks (near the house and barn) can be replaced by Panthers.
4. Only 7th tank that hiding in the barn can still be a King Tiger.
5. Both 8th and 9th tanks (final section, get destroyed quickly by Soviet's Yak-9) can be replaced by Panzer IVs.
- Each tank should have its own 'weak spot' (like in the rear and engine), so it'd take a lesser rocket to use for taking down the tanks.
- In the original ver, KING TIGER can be destroyed TOO EASILY, by just a couple of Panzerschreck's rockets.
WISB: 6-7 rocket rounds to take down the King Tiger, 4-5 if the player could be able to hit it on its weak spot.
- As from above, it should take at least 4-5 rockets to take down the Panthers, only 3 on its weak spot.
- [Optional] A new recommend vehicle: A 'Tank Destroyer' that existed in the Battle of Seelow Heights and Berlin: Jagdpanzer 38(t) (aka 'Hetzer' as the most known alias after WW2).
By the info from Masterful Defense at Seelow Heights by William E. Welsh (originally made as a book); Warfarehistorynetwork.com
Showing that there were dozens of Hetzer (mostly serve under SS battalion command) were being used to repel the Soviet’s 47th army and 3rd shock army advance. And 3rd shock army itself facing heavy resistance from German units which also back up by the Hetzers. And info from a book called ‘Zhukov at the Oder: The Decisive Battle for Berlin' by Tony Le Tissier also said the similar thing about Hetzer tanks in the Battle of Seelow Heights.
As for my suggestion, few of them can be featured in 'Blood and Iron' mission and also optionally as a few wreckages (prop) in 'Heart of the Reich'. As for this mission, at least 1 Hetzer can replace the 5th King Tiger. And the player can use Panzerschreck to destroyed it by 2-3 hits on its engine (backside).
- [Optional] For Panzer IV, some of them could have a 'Schürzen' - side/rear armor plates attached with them (more variation).
- [Optional] Add 1-2 more variations of camo pattern on German tanks, truck, and Half-track. Especially Panzer IV, it should have a proper Late-War camo pattern.
- The original German Division's insignia/decal on the Half-track belongs to the '16th Panzer Division' (used since COD2), which NEVER PARTICIPATED in the Battle of Seelow Heights and Berlin.
WISB: Recommend to change the 16th Panzer Div insignia into a 'Sunwheel' insignia of 11th SS 'Nordland' Panzergrenadiers Division. And optionally add SS version of its license plate also.
- From above, Axis units that accompanied the half-track could be the foreign Waffen SS men. But IF Treyarch still wants the Half-Track to belong to the Heer forces, then I'd recommend changing the decal into what's belong to either '25th Panzergrenadier Division' or '18th Panzergrenadier Division'. And those who ride the Half-Track could be Heer soldiers.
- [Optional] New 'Barn' event: As an attempt to buy more time for the player to fire their Panzerschreck (about 2-3 rounds) on the King Tiger that's coming out from a barn.
After the tank came out from the barn, there should be 1-2 Soviet soldiers from the 2nd floor of a nearby house firing their Anti-tank weapon (either Panzerschreck or Panzerfaust) on the tank. Before they are ultimately killed by the King Tiger.
[SPECIAL Optional]
- Honestly, I think it would make more sense and more appropriate if Reznov and the gang belong to the "8th Guards Army" instead of the 3rd Shock. Since it was originally the '62nd Army' from the Battle of Stalingrad, and it was one of the armies that directly attacking into the town of Seelow also.
And after the Eviction mission, they would have later joined the 3rd Shock Army to assist them in taking the Reichstag.
- As from above, if these changes have been accepted, then the presence of German paratroopers (9th Fallschirmjager Division) should have been increased also. Since their defending positions were certainly in the area of the town of Seelow.

UPDATE: Special for Volkssturm unit - Regular German battle cries + new voices (elder German voices) and new dialogues with more desperation and hopeless feelings.



Extra historical accuracy details according to The Frosty 1's video - "Listing Every Historical Inaccuracy in Call of Duty World at War":

Their land their blood

- In the cutscene, Norway should still be occupied by German until the end of the war.
- **For every Soviet/Eastern front mission: Judge from how Dimitri (players) holding MG42, he should get burned by the heat from firing the gun.
- **For every Soviet/Eastern front mission: Dimitri's get American lighter from nowhere. But since it was from 1930, it's still possible that Dimitri might get them from somewhere or somebody special before the war, or even during the war (taking from lend-leash crews or something).

[UPDATED] PanzerMan info:

- M43 tunics for regular soldiers did not actually have breast pockets. Those who have it are usually NCOs and officers.



That's all for Part 3! If you have any disagreements, questions, or even more suggestions, feel free to leave it here in the comment section or contact me personally in a private message box.


See you guys in Part 4!

FeReise

Here is the second part of my topic about Call of Duty: World at War's historical inaccuracy and other mistakes, also suggestions on how to improve it.
This part will mainly focus on the issues in "Vendetta", the first mission of the Soviet Campaign and the 4th mission of the game.

For Part 1 -> Moddb.com

MAIN PAGE: Moddb.com


Vendetta
- The REAL "Square of the Fallen Fighters" during WW2 is VERY different from the game's version (erroneously called by this franchise developers as 'Red Square').
WISB: The square should be MUCH LARGER, or just slightly larger for the sake of gameplay (the first sniping sequence). And there should be a large stone 'monument' located between the flag poles and the fountain.
Examples: 'Fallen Fighter's Square' map, and a custom map called 'Univermag' from Red Orchestra 2: Heroes Of Stalingrad. Also several war-time and Pre-war photographs of the square.
- A canal nearby the square on the left side should be removed and replaced by a large street instead (same as the right side of the square).
- The sniper building MUST be replaced by the real-life UNIVERMAG DEPARTMENT STORE building.
- To prevent a future mistake: the real 'Barmaley Fountain' (the one with children statues) is situated in front of the Stalingrad Railway Station No.1 (today is Volgograd railway station). NOT as a part of the Square of the Fallen Fighters like in Call of Duty Black Ops 3 Zombie map called ‘Gorod Krovi’.
- For the possible reboot version: Some of the buildings in Stalingrad are exactly the same props that also used in Berin missions. They should be changed into something that looks more resemble the real buildings in Stalingrad.

- Just for this mission only, regular Soviet troops including Sgt. Reznov should have worn the M35 Gimnasterka/Gymnastyorka (tunic) instead of the original but ANACHRONISTIC M43 tunic.
Overall appearances of M35 tunic version:
1) Regular collar, and no buttons on it.
2) No shoulder boards, insignia will be featured on the collar instead.
3) 2 front pockets on the chest (different from the M43 version).
- The color base for the regular uniforms (tunic + breeches) is varied extensively from olive green through to pale brown. Recommend to be: an Olive shade of Khaki, Tan yellow, Greenish Khaki, and Khaki shade of brown. For more interesting information: Artizandesigns.com
- Insignia of rank on M35 tunic (small gorget patches) have to be on the collar of AI models, and they MUST use the '1940-43' version. For more information: En.wikipedia.org
But optionally for the EASIEST way - Just leave the collar empty.
- [Optional] Add Junior commanders (NCOs) models for the Soviet AIs, few among Sgt. Daletski's men and few among corpses. Appearances (overall): Got insignia of ranks on the uniform, 1 for Junior sergeant and another for Sergeant (random).
- For Sgt. Reznov's model: Change his 1935-40 insignia of ranks into '1940-43 style' and remove the shoulder boards also.
- New Sgt. Reznov's facial model in BO4 can be used in the reboot version also.
- In the original game, every Red Army soldier is wearing ankle boots with foot wraps/puttees. While only Reznov is the only one who wears the Russian army’s jackboot (Sapogi/Kirzachi).
WISB: Daletski and (the optional) NCOs models should wear the jackboots also.
- [Optional] New GEAR for M35 tunic models: Add Shinel 'Skatka' bedroll for some or few of those models, carried over their left shoulder.
- It would make more sense if the original Soviet belt buckle is worn by only NCOs like Daletski and Reznov.
WISB for the common soldiers: They should have worn a regular style of belt buckle instead.
- Since the mission was set on September 17th, 1942. A majority of the headwears among Soviet soldiers should be Ssh40 helmet and Pilotka (field cap). While the Urshanka (fur hat) can still be maintained in the mission, but it should be decreased in numbers.
And the same with tunic, base colors for the Pilotka could be various, depending on the color of each tunic: Tan yellow, Olive/Greenish Khaki, and Khaki shade of brown.
- For Ssh40 helmet: a regular version of the helmet with no marks or insignia on it could be appeared along with the original helmet with marks.

New models for the Red Army soldiers:
1) Enlisted men with 'M41 Shinel/Greatcoat' (similar or same with COD2 version), and they should be wearing the regular belt buckle and jackboots. The insignia of ranks are unnecessary for them. But if Treyarch wants to make it, they will have to the insignia with '1940-43 style' for this mission.
This model can be used in this mission mainly as corpses, and optionally appear along with M35 tunic models as Sgt. Daletski's men.
2) Soviet Sappers: They played an important role during the Battle of Stalingrad, should be featured in this mission. Appearance: Camo uniform with AMOEBA pattern (Makirovochnyi Kamuflirovannyi Kostium or MKK) + SN-42 Steel breastplate (armor) + Ssh40 helmet and Jackboots.
Some of them can be used in this mission as Sgt. Daletski's men (randomly appear with other models). While a few of them can appear as corpses in the fountain section.

- There should be more Soviet corpses scattered around the outer area of the fountain also, mixes between M35 tunic + M41 greatcoat and few sapper models.
- [Optional] Some of the Soviet corpses don't need to have gears/equipment with them.
- A STANDARD M91/30 version of Mosin Nagant rifle MUST replace the original M38 carbine model in this mission. ESPECIALLY its scope counterpart + turned down bolt handle.
- DP-27 should be included in this mission for Daletski's sappers (randomly appear with PPsh-41).
- SVT-40 could be equipped by a few of Daletski's men also.
- A MAIN purpose of PTRS-41 is to be used as ANTI-TANK gun, not a sniper rifle. Recommend to replace the pickable Anti-tank gun with either SVT-40 + PU scope or German's Kar98k + ZF42 scope.
But if Treyarch still wants the PTRS-41 to be included just for the GIBBING reason so bad, I'd recommend replacing its original scope with the 'PU scope.' Well, this version of PTRS-41 really existed but it's RARE. And this strange combination could appear in Multiplayer mode also.
- Few of Daletski's men can equip with captured German MP40.
- In conclusion, Daletski's men can be equipped with: PPSH-41 and M91/30 for a majority, SVT-40, and DP-27 (sappers) in few amounts.
But IF Treyarch wants to portray Daletski's group as a 'Shock Trooper', then just remove M91/30 out from the list should be enough. (And using the greatcoat models for Daletski's men is also unnecessary at this point)
- Replaced the American Mk2 grenade with the Soviet's 'F1 grenade' for Soviet troops.
- There should be weapons scattered around nearby corpses in the fountain section, their ammo is all depleted, some can be broken. Most of them can be M91/30 (some can still equip with bayonet) and PPSH-41. While the rest is SVT-40 and DP-27.
- Sgt. Reznov should pick up his M91/30 with scope properly, not waiting for the gun to bounce up from the floor then grab it.
- There should be some wreckages (props) of Soviet's ZIS-6 trucks that appeared throughout this map.
[Optional] Add a few wreckages of 'T-34-76' with either model 1941 or 1942 in this map also.
The wreckages of 2 vehicles above can appear in the street that entirely replace the fictional canal I had mentioned.

- [UPDATED] **For every Soviet/Eastern front mission: Russian surname 'Fedorova' is a feminine form of a regular 'Fedorov,' this should be changed properly in the new version.

- [UPDATED] **For every Soviet/Eastern front mission: A single Soviet shoulder strap on regular red army soldier models should be removed since it was mainly used by the Soviet officers.

- [UPDATED] **While Reznov can still have Mosin with PU scope as a starting weapon, the rest of Scoped Mosin we can picked up along the way should be the version with PEM SCOPE. Since PEM ver was far more common than PU ver in 1942.

- The main version of the German HEER (Army) model's uniform (tunic+trouser) could be the 'M40' version.
And for the tunic:
1) A regular tunic with sleeves (formal-looking) can appear along with the original rolled-up sleeves version.
2) A position of German epaulettes/shoulder boards MUST be in a corrected direction (original version is backward/opposite).
3) [Optional] Add 'Button-up collar' version for the German models, mixed up along with the original opened-collar (casual style) version. And the opened-collar in the original version should be a bit narrower.
4) A corrected version of the Wehrmacht Belt Buckle for the HEER models (the original one belongs to Waffen SS).
5) A grey T-shirt inside the tunic should be replaced by a regular German undershirt.
- The main version of the German helmet should be 'M40', and this helmet usually got only 'Eagle' Decal on the left side (no shield decal on the right).
More variations of M40 helm:
1) 'No Decal' version of the helmet - randomly appear with the Decal version.
2) 'Rubberband/leather straps' - many German soldiers wore this kind of helmet variation in Stalingrad.
3) 'Netting wires' from the original game can still be used for German helmets.
4) 'Camouflage covers' - there are quite various kinds of camo helmet that Heer troops really uses in Stalingrad. What I'd recommend: Wehrmacht Splinter camo pattern (Heer), M1938 Hungarian pattern, and hessian (burlap) cloth.
For more info: Alexanderandsonsrestorations.com
- M43 field cap NEVER EXISTED during the first stage of the Stalingrad battle (especially for September).
- Here is my thought on the randomization of the helmet among the common German troops in this mission (not included snipers and other scripted AIs throughout the entire campaign):
Regular helmets (both with and without decals) = 40-50%, Rubber band and wires = 30%-40%, Camo covers = 10-20%.
- [Optional] As for M40 tunic models, recommend to include some of the models with 'EXEMPTED' enlisted men insignia for them. Overall appearances:
1) Their insignia of ranks on the uniform could be 'Obergefreiter' and 'Gefreiter' (both were equally as Lance Corporal).
2) 2 models per 1 German 'Squad/Gruppe' (10 men).
3) Those who equipped with 'Light Machine Gun' and 'Flamethrower' can be Gefreiter.
- [Optional] As from above, at least 1 German model per 10 soldiers (squad) could be 'NCO'.
Insignia of rank: Either 'Unterfeldwebel' (Sergeant) or 'Unteroffizier' (Corporal) on the shoulder boards and collars (white stripes).
- A paper bag on some of the German submachine-gunner models could appear in a fewer number.
- The Pertrix flashlight no.667 (torch flashlight) that originally used on some of the German models is LIKELY to be anachronistic (post-war).
WISB: Use the older model of torch flashlight, but for the EASIEST way: Just simply remove it, it's unnecessary for the models.
- Not every German model had to be equipped with the 'suspenders', according to several real war-time photos during the Battle of Stalingrad.
WISB: About half of them could have 'cotton webbing' suspenders, while some models like the optional NCOs could equip with the original leather ones and no suspenders for the rest.
- [Optional] Additional model for German faction - M36 tunic and trouser + M35 helmet version (full decal on both sides).
- Generalleutnant (Lieutenant General) Heinrich Amsel should wear a REAL Wehrmacht General uniform with proper insignia and General's visor cap.
But honestly, a man with the highest position among the German's 6th Army like him shouldn't be wandering around the FRONTLINE like that. Especially in the place crawled with snipers like Stalingrad.
[Optional] WISB: CHANGE his role into something that makes more sense like 'Oberst' (Colonel), with proper uniform and insignia. Also, change his rank on the mission's cutscene also.
- It's obvious that Lt.Gen. Amsel is a fictional character, likely to be inspired by 'Field Marshal Walther von Reichenau' who was leading the German 6th Army and DID involve with massacres + other atrocities during Operation Barbarossa. However, Reichenau died on January 17th, 1942 before he could lead his army into Stalingrad (August 23rd). And his position was soon taken over by Lt.Gen. Friedrich Paulus instead.
- Amsel's personal DRIVER should have his own appearances: A formal M40 uniform + Gefreiter insignia (quite many of German personal drivers got this insignia, according to from the war-time photographs) + either M38 or M40 field/side cap and with no suspenders.
- German snipers (one during the 'cat and mouse' sequence and another who is protecting Amsel) should also have their own appearances: M40 uniform + Camo covers.- Few of the 'scripted' German soldiers who were acting as a leader of the group/squad throughout this mission should have either 'Obergefreiter' or other 'NCO' insignias.
- Kampfmesser (German knife) handle needs a proper wooden color.
- New weapon, MG34: Commonly used by a machinegunner during the Battle, and it can be used as a replacement for (every or most of) MG42 in this mission.
Performance: Higher accuracy, but with a lower rate of fire than MG42.
- As from above, since the MG42 was still uncommon for the German army, especially during the first stage of the Stalingrad battle. It can still appear in this mission, but fewer.
- [Optional] As for MG42 in this mission only, from this info: Imfdb.org
"...the game's depiction commits the common error of showing the weapon with the post-1943 vertical charging handle instead of the period-appropriate and rare slab-sided horizontal handle."
WISB: This might could be changed properly in the new version.
- MG34/42's 50-rounds drum magazine is ANACHRONISTIC in this mission.
WISB: For the emplacement/deployed version, they should use a regular 'ammo belt' instead, also add some ammunition boxes scattered nearby the MG.
- Few of German soldiers can equip with captured PPSH-41, and even fewer of them can equip with captured SVT-40 (both actually existed).
- [Optional] Kar98k with bayonet version can appear randomly among regular German soldiers with the rifles.
- German snipers should equip with Kar98k with scope.
- New weapon: Luger P08, can be equipped by Lt.Gen. Heinrich Amsel and few German soldiers in this mission.
- In some sections of the game, German troops got quite too many of MP40 as their main equipment.
Such as; The first German patrol, the second patrol with flamethrowers, those who were shooting from the Balconies, and those we have to encounter along the corridor sections.
WISB: The MP40 could be atoned by Kar98k (common weapon), a few captured PPSH-41, and a fewer captured SVT-40.
- The American’s M2 flamethrower among the German troops in this mission (also Heart of the Reich and Downfall) MUST BE REPLACED by either Flammenwerfer 35 or 41.
- Panzer IV Ausf.H or J MUST be replaced by older variants like Panzer IV Ausf.F2/G, or even another panzer like Panzer III variants (Ausf.J or G are recommended).
- The new color base for the German vehicles in this mission (Half-Track, Panzer IV and Opel Blitz truck): Field Grey color aka Dunkelgrau.

[UPDATED]
- Panzers in this mission should have the insignia of the 24th Panzer Division. While Half-Tracks should have what belongs to 71st Infantry Division.
- The wreckages King Tiger and 88mm Flak props MUST be replaced by Russian vehicle props (ZIS-6 truck and T-34-76) or wreckage of the German armored car like Sd.kfz 222 (originally cut content).
- There should be more than 2 German soldiers riding on Opel Blitz trucks (reinforcement at the last section of the mission).
- [UPDATE] There were too many Focke Wulf 200 Condor in this mission. Most or all of them should be replaced by Heinkel He 111 and JU 87 Stuka. And the amount of the 'Bombers' during the starting sequence until the sniping event (cat and mouse) should be decreased.
- At the starting sequence, when one of the bombers flew by close on the top of the player and Sgt. Reznov, it caused the ground to start shaking. But strangely, when another bomber (with its engine on fires) flew by at the same height again, there is NOTHING happened at all.
- Since this mission 'til the end of the campaign, there should be more variation of the face/head models for both Soviets and German/Axis faction. Especially for the latter one.
And for the Soviets side, few of the new face models could be the 'Asian' lookings, which represent the Asian ethnicities that actually existed in the Red Army.
- [Optional] According to the information and sources about flamethrower I had mentioned in PART 1, the flamethrower CAN'T be exploded easily by just a single bullet shot.
From above, when the player has to snipe on a German soldier equipped with a flamethrower, there are 3 other ways to make its fuel tank exploded (thanks to this great modder, Aleksandr D Vasilkov, for helping me with this info).
1. Put some burning pile of debris or woods or corpses on the scene. (Among Stalingrad ruins, there could be plenty of debris and perhaps with a few burning fires). Then put the German with his flamethrower stand near the flames, and all you have to do next is shooting at the fuel tank to make it start leaking. After the leaking fuel hits those flames, then it should explode.
2. Put some burning barrels in the scene. Then same as above, all we need to do is shoot at the fuel tank.
3. This one sounds complicated, but it just for another recommendation; after the player shoot at the fuel tank, then it should be just leaking and alerted every German in the scene. But at the same time when Sgt.Daletski and his men start firing at Germans, Sgt. Reznov would have said some swearing word and pick up his ‘Incendiary/KS bottle’ (which he could receive from one of Daletski’s men, before Reznov climbing up the ladder). Then he lights it up, and throw it among the Germans down below, including the flamethrower guy. And that's when the fun begins.
Note: Because the name ‘Molotov cocktail’ was used by Finnish troops during the winter war, while the Soviets had adopted their own 'Incendiary bottle' which also known as the "KS Bottle."
Source: Sovietguns.blogspot.com
4. This one sounds even more complicated, but great for the scenario and quite hilarious as well: Put a German soldier who smokes a ‘cigarette’ behind or near the first German with the flamethrower.
Then all we need to do is shoot right at the fuel tank to make it leaks, then the smoking German will flip his own lighter (or cigarette) and it will expose the flame on the fuel tank. After that, we will have to shoot at the tank again, and it will be exploded. The fires should be spread throughout the areas and left some burning debris or several piles of fires around the areas as well. Then we can take down other flamethrower guys by using the same tactic as no.1 choice.



[UPDATED] Extra historical accuracy details according to The Frosty 1's video - "Listing Every Historical Inaccuracy in Call of Duty World at War":

Vendetta

- In cutscene, some part of Turkey still captured by German forces.
- In cutscene, the footage of Gen. Heinrich Guderain were used for the fictional Gen. Amsel.
- ***For every Soviet/Eastern front mission: Soviet emblem on Ushanka/fur hat is misplaced/disarranged.
- **For every Soviet/Eastern front mission: Scope Mosin rifle got wrong crosshair layout. It should be the "German #1", and yep Soviet use the same scope layout as German side.
- **For every Soviet/Eastern front mission: I hate to say this but yeah, Reznov should have no beard at all. For better reference: His facial appearance in BO4.
- **For every Soviet/Eastern front mission: Soviet soldiers with SMG should have proper magazine pouches/bags with them.

- **Although also being known as DP-28 LMG, but it's a name that commonly used by the western sources. To this day, the Russian still called it as DP-27.


Guess that's all for Part 2! If you have any disagreement, questions or even more suggestions, feel free to leave it here in the comment section or contact me personally in a private message box.


See you and please wait for Part 3!

FeReise