Still Alive: Company of Heroes

Men of war

Oh, old man Company of Heroes, so good to see you again. Pull a comfy chair up to the fire and tell us another war story. It must hurt, having seen your younger, free to pay brother pass away so unexpectedly last year, but at least we’ve still got you. And what’s that? You’re not ready to go gently into that good night yourself yet? You have a healthy new patch laden with six extra maps and a bewildering array of balance changes? Excellent.

ARE YOU REAAAAAAAADDDYYYYYYYYYYYYYY? ARE YOU READY FOR PAAAAAAAAAAAAATCH NOOOOOOOOOOOOOOTES? Because there’s a whole hell of a lot of ’em below. Frankly, this sounds like an ideal time to revisit Relic’s finest multiplayer game. Steam will do the autoupdating thing if that’s how you own the game, otherwise there’s an official torrent to manually grab the 156mb v2.602 patch here

v2.602 – Operation Torch Maps
3 new maps have been added to the game:
* 2p Carpiquet
* 6p Refinery
* 6p Steel Pact
3 new community map have been added to the game:
* 2p Duclair
* 2p Egletons
* 4p Alsace Moselle
The following maps have received significant balance changes:
* 2p Beaux Lowlands
* 2p Flooded Plains
* 2p Ruins of Rouen
* 2p Sturzdorf
* 2p Wrecked Train
* 4p Duclair
* 4p Lorraine
* 4p McGechaen’s War
* 4p Point Du Hoc
* 4p Rails and Metal

Bug Fixes
* Units no longer continue to crawl after recovering from Suppression
* Chance for a kill critical on vehicles is now properly being updated when they’ve received other non-kill criticals (5% bug)
* Unbuilt Tank Traps cannot be repeatedly spawned around enemy vehicles
* All vehicles now properly have vehicle cover
* Registered Artillery can no longer target field defenses
* Registered Artillery can no longer be refunded after use
* M18 Hellcat can now be detected
* Goliath can now be detected
* Recon Squads can now detect camouflage while moving
* Teller Mines no longer have a chance to miss vehicles in vehicle cover
* The Hotchkiss now properly shares experience with other PE units
* ATHT’s using Focus Fire now have intended accuracy vs moving British infantry
* Hetzer Veterancy requirements reduced to standard
* M10 Veterancy requirements increased to standard
* Panzer IV Stubby now prioritizes light vehicles over infantry
* StuH now prioritizes infantry over vehicles
* PE Panzerschrecks no longer convert to Wehrmacht Panzerschrecks when dropped
* Geschutzwagen wrecks can now be salvaged for Munitions
* Luftwaffe reinforce time reduced to standard
* Paks and Nebelwerfers can now use Medkits
* AT Grenades now collide with enemy vehicles
* Hetzer and Jagdpanther CP reward increased to standard
* Panther Battlegroups are much less likely to fail to spawn the second Panther
* Medics no longer detect camouflage
* Snipers and weapon teams can now pick up Supply Drops
* Tank Traps can no longer be placed so close together that they block infantry
* 105mm Howitzers are now re-crewed with 3 squad members
* Removed the chance for the Pak38 support members to one-hit kill infantry
* Bombing Run no longer does double damage to Vet 3 StuGs
* M10 no longer has increased accuracy vs skirted PanzerIVs
* Wehr Officer 81mm Mortar Bombardment can no longer be interrupted to produce false smoke
* Panther Battle Groups and OMCGs will not refund their cost if partially called in on an unfinished building
* AT Guns no longer avoid their reload time by resetting the gun after a shot
* Panthers now properly benefit from Tank Destroyer’s APCR upgrade
* Nebelwerfer rockets no longer have a chance to instantly kill all occupants of a building
* Sappers with the Demolitions & Disposal upgrade are no longer negatively affected by the Lieutenants movement aura
* Pioneer Call-in now has proper requirements after the HQ is destroyed
* PE Armored Cars are no longer resistant to engine damage from mines
* Ranger Bazookas no longer drop with greater frequency than other slot items
* Propaganda War’s chance to not trigger on targets has been removed in most instances
* Snipers are now able to re-enter camouflage after a reasonable duration after exiting a building
* “Burst Fire” effects have been reduced on the Ostwind, Puma, and PE Armored Car
* Kettenkrad’s can now repair resource points that have had Scorched Earth used on them
* American Medics are now selectable (to see unit health)
* Demolition Charges can now be targeted by weapons
* Stickybombs can now be interrupted by retreat commands
* Panzerfaust can now be interrupted by retreat commands
* Some speech files missing from Wehrmacht and Panzer Elite upgrades have been restored
* Health reduced from 120 to 60
* Accuracy vs garrisoned units increased from 75% to 100%
* Will no longer automatically seek cover before firing
* Damage vs units in open cover reduced from 1.0x to 0.85x
* Damage vs units in negative cover reduced from 1.0x to 0.75x
* Damage vs Soldier Armour reduced from 1.0x to 0.95x
* Damage vs buildings increased from 0.5x to 0.6x
* Infantry Flamethrower max damage reduced from 40 to 30, min damage increased from 15 to 25
* Sherman and Churchill Flamethrower max damage reduced from 40 to 35, min damage increased from 20 to 30
* Halftrack Flamethrower max damage increased from 30 to 35, min damage increased from 10 to 30
* No longer have a chance to miss the targeted location
* Weapon using Abilities can no longer be used while Pinned
Base Buildings
* All base buildings can now reinforce
* Suppression threshold increased to match other infantry
* Suppression recovery threshold increased to match other infantry
* Upgrading with flamethrowers now increases your suppression modifier by 1.5x
* Barrage scatter angle reduced from 15 to 10
* Set-up time reduced from 2.4s to 1.5s
* Pack-up time reduced from 2.8s to 1.9s
.30 Cal HMG
* Pack-up time reduced from 2.5s to 2.1s
* Ready aim time decreased from 0.3 to 0.1 (it will aim faster)
Anti-Tank Gun
* Reinforcement cost reduced from 71 to 26
* Accuracy vs Anti-Tank guns reduced from 0.5x to 0.1x
* Accuracy vs Infantry reduced from 0.15x to 0.05x
* Accuracy vs Snipers reduced from 0.15x to 0.02x
* Targeting priority vs Snipers reduced from 10 to 5
* Weapon health increased from 300 to 390
Sherman Crocodile
* Range increased from 20 to 25
* Vet 2 1.5x Penetration bonus replaced with a 0.8x Cooldown bonus
M18 Hellcat
* Speed increased from 6.0 to 7.2
* Acceleration increased from 1.5 to 2.0, Deceleration increased from 3.8 to 4.4
* Vet 2 bonus is now 1.5x Penetration rather than +1.25 Range
* Hellcat penetration at short range increased from .65x to .75x, medium range from 0.55x to 0.69x, and long range from 0.4x to 0.63x
* Target table now identical to the M10’s
* Damage bonus from camouflage reduced from 2.0x to 1.5x
* Penetration bonus from camouflage reduced from 5.0x to 1.5x
M26 Pershing
* Cost reduced from 900 Manpower to 800 Manpower
Off-Map Combat Group
* M8s and Hellcats now spawn with their upgrades
* Population requirement increased from 12 to 15
Off Map Artillery
* Damage modifier vs Pak38s reduced from 2.0x to 1.33x
* Received Accuracy from the Pak reduced from 1.0x to 0.75x
* Received Accuracy modifier from the Pak while moving reduced from 0.75x to 0.5x
* Received Damage from the 57mm ATG reduced from 1.0x to 0.5x
Strafing Run
* Significant changes to make Strafe more effective against groups of units and less effective against single units
Sticky Bombs
* Deflection Damage enabled, set to 50%
* Accuracy increased to prevent thrown Stickies from missing their intended target
* Received XP bonus from BARs and Stickies reduced from 5% to 0%
* Received XP bonus from Supply Yard 2 increased from 20% to 30%
* Cooldown lowered from 2-2.5 to 0
* Reload increased from 1 to 3.5
* Health increased from 175 to 265
* Vet 1 Health bonus reduced from +175 to +50
* Fixed an issue where the T17 had a harder time penetrating the rear armour of some vehicles
* Fixed an issue where the T17 would fail to penetrate Snipers
Kampfkraft Center
* Now requires a built base structure or a FHQ
Pak 38
* Number of camouflage shots reduced from 3 to 1
* Cost reduced from 310 Manpower to 290 Manpower
* Reinforcement cost reduced from 57 to 23
* Accuracy vs Anti-Tank Guns reduced from 0.5x to 0.1x
* Accuracy vs Infantry reduced from 0.15x to 0.05x
* Accuracy vs Snipers reduced from 0.15x to 0.02x
* Accuracy vs Shermans increased from 1.0x to 1.1x
* Accuracy vs Cromwells increased from 0.8x to 1.0x
* Accuracy vs Pershings increased from 1.08 to 1.15
* Targeting priority vs Snipers reduced from 10 to 5
* Weapon health increased from 300 to 390
* Accuracy vs M8 Greyhound Armour increased from 0.73x to 0.85x
* Accuracy vs M3 Halftrack Armour reduced from 1.0x to 0.85x
* Accuracy vs Stuart Armour reduced from 1.0x to 0.85x
* Damage vs Stuart Armour reduced from 1.0x to 0.7x
88mm Flak 36
* Accuracy vs Infantry reduced from 0.5x to 0.15x
* Accuracy vs Snipers reduced from 0.25x to 0.05x
* Targeting priority vs Snipers reduced from 10 to 5
* Received Accuracy bonuses while moving from Vet removed
* Level 2 Veterancy sight bonus increased from 4 to 10
* Build Time reduced from 45s to 25s
* Acceleration increased from 1.7 to 2.5, Deceleration increased from 2.0 to 3.0
* Damage lowered from 250 to 185
* MG Gunner now requires Vet 2
* Vet 3 bonus reduced from 0.5x Reload to 0.75x Reload
* Accuracy vs Anti-Tank Guns reduced from 0.65x to 0.2x
* Suppression radius reduced from 18 to 13.5
* CP cost lowered from 3 to 2
* Cost lowered from 600 Manpower to 500 Manpower
* CP cost increased from 4 to 5
* Cost lowered from 900 Manpower to 800 Manpower
Assault Grenades
* Maximum damage lowered from 35 to 25, minimum damage lowered from 25 to 10
* Low health kill critical chance increased from 0% to 30%
Knights Cross Holders
* Now passively regenerate 21.12 Health per Minute
* Received Damage from BARs, Brens, and Thompsons reduced from 0.85x to 0.78x
* Damage vs 105mm Howitzers reduced from 1.0x to 0.35x
* Cost reduced from 35 Munitions to 30 Munitions
* Goliaths can no longer be Buttoned
* Goliath rotation speed increased from 45 to 65
Rocket Barrage
* Long AoE increment damage increased from 0.1x to 0.2x
* AoE accuracy increased to 100%
* Damage vs Bren Carriers increased from 1.3x to 1.45x
* Accuracy increased from 100% to 200% at all ranges
* Accuracy vs infantry halved
* Cost reduced from 150 Munitions to 125 Munitions
Manpower Blitz
* Cost reduced from 200 Munitions to 175 Munitions
* Cost reduced from 260 Manpower to 250 Manpower
* Build time reduced from 40s to 35s
* Pack-up time reduced from 2.5s to 2.1s
* Weapon health increased from 300 to 390
* Received Accuracy bonuses while moving from Vet removed
* Received Accuracy bonuses while moving from Vet removed
* Received Accuracy bonuses while moving from Vet removed
* Cost reduced from 240 Manpower to 225 Manpower
* Build time reduced from 45s to 40s
* Reinforce percentage reduced from 0.5x to 0.4x
* Capture speed increased from 1.0x to 1.25x upon reaching Skirmish Phase
Light MG42
* Drop chance reduced from 60% to 30%
* Long Range Accuracy increased from 0.1x to 0.13x
* Cost increased from 240/10 to 300/45
* Health reduced from 650 to 550
* Speed reduced from 6.5 to 5.85
* Build time increased from 35s to 45s
* Damage vs Infantry Armour reduced from 1.75x to 1.5x
* Damage vs Airborne Armour reduced from 1.0x to 0.75x
* Damage vs Heroic Armour reduced from 0.85x to 0.75x
* Damage vs Sniper Armour reduced from 1.5x to 1.0x
* Damage vs Soldier Armour reduced from 1.5x to 1.0x
* Accuracy vs Elite Armour reduced from 1.0x to 0.75x
* Accuracy vs Soldier Armour reduced from 1.0x to 0.75x
* Now have the Wirecutters ability
17 Pounder
* Health increased from 400 to 450
* Accuracy vs Anti-Tank Guns reduced from 0.5x to 0.1x
* Accuracy vs Infantry reduced from 0.15x to 0.05x
* Accuracy vs Snipers reduced from 0.15x to 0.02x
* Targeting priority vs Snipers reduced from 10 to 5
* Now receive a 0.85x Received Damage modifier at Vet 1
* Vet 2 Received Accuracy modifier increased from 0.9x to 0.75x
* Now receive a 0.75x Received Accuracy modifier at Vet 3
* Lieutenants’ aura’s stackable damage modifier at veterancy level 1 has been reduced from 1.125 to 1.04
* Lieutenants’ aura’s non-stackable damage modifier at veterancy level 1 has been increased from 1.025 to 1.11
* Lieutenants’ aura’s stackable damage modifier at veterancy level 2 has been increased from 1.025 to 1.065
* Lieutenant’s aura radius increased from 25 to 30
* Penetration modifier at short and medium range reduced from 2.0x to 1.0x
* Reload modifier at long range reduced from 1.6x to 1.2x
* Projectile speed increased from 10 to 15
* Penetration vs skirted Panthers reduced from .15 to .112
* Penetration vs skirted PIV reduced from .449 to .337
* Penetration vs skirted StuG reduced from .332 to .249
* Damage vs Infantry Armour reduced from 0.5x to 0.33x
* Damage vs Heroic Armour reduced from 0.5x to 0.33x
* Damage vs Elite Armour reduced from 0.5x to 0.2x
* Damage vs Sniper Armour reduced from 1.0x to 0.2x
* Damage vs Soldier Armour reduced from 1.0x to 0.33x
Mortar Pit
* Build Time reduced from 90s to 60s
* While under construction received damage modifier increased from 0.5x to 0.75x
* Damage reduced from 20 to 18
* Supercharged range decreased from 100 to 90
Recon Section
* Recon Sections can no longer build Trenches
* Churchill and AVRE Population lowered from 14 to 8
* Churchill Crocodile Population lowered from 16 to 10
* Churchill 6 Pounder gun AoE distance increased from 0.1/0.25/0.5 to 0.15/0.5/1.0
* Build time reduced from 90 seconds to 60 seconds
Bren Carrier
* Self-Repair ability is disabled while the Carrier is garrisoned
* Garrison disabled while Self-Repair is active
Panzer Elite
* All Panzer Elite halftracks have received an update to their pathfinding
Panzer-Jaeger Kommand
* Build time increased from 115 to 135
Gewehr 43
* Maximum cooldown reduced from 1.8 to 1.65, minimum cooldown reduced from 1.25 to 1.15
* Suppressive Volley Fire now Suppresses the target
* Suppressive Volley Fire slow duration reduced from 20s to 5s
Incendiary Grenade
* Hotkey changed from “Y” to “N”
* Sight Range increased from 35 to 55
* No longer autotamically moves out of the way of other vehicles
* Sight Range increased from 35 to 55
* Mark Target cooldown increased from 10 seconds to 45 seconds
* Mark Target Munitions cost increased from 0 to 15
* Incendiary Trap trigger radius increase from 0.5 to 2
* Incendiary Trap’s damage-over-time modifier vs British infantry increased from 1.0 to 1.25
Infantry Halftrack
* Accuracy vs Light Cover increased from 0.75x to 0.8x
* Accuracy vs M8 Greyhound Armour increased from 0.73x to 0.85x
* Accuracy vs M3 Halftrack Armour reduced from 1.0x to 0.85x
* Accuracy vs Stuart Armour reduced from 1.0x to 0.85x
* Damage vs Stuart Armour reduced from 1.0x to 0.7x
Scout Car
* Detection radius increased from 9 to 18
Vampire Halftrack
* Divert Supplies now camouflages the Vampire while active
* Population reduced from 4 to 2
Munitions Halftrack
* Cost reduced from 200/15 to 200
* Population reduced from 4 to 2
Armoured Car
* Detection radius lowered from 9 to 0
* Accuracy vs garrisoned units increased from 0.4x to 0.45x
* Vet 2 and Vet 3 increase Health by 20 each
* Build time increased from 45 to 55
* Overdrive ability hotkey changed from “O” to “V”
Marder III
* Sight Main Gun LoS bonus increased from +5 to +10
* Tracking speed increased from 10 to 20
* Accuracy vs Anti-Tank Guns reduced from 0.65x to 0.2x
* Population reduced from 8 to 5
Anti-Tank Halftrack
* Accuracy vs M8 Greyhound Armour increased from 1.0x to 1.05x
* Treadbreaker cost increased from 40 Munitions to 50 Munitions
* Population reduced from 6 to 4
* Accuracy vs Infantry increased from 0.5x to 0.6x
* Stuka upgrade cost reduced from 150 Munitions to 100 Munitions
* Stuka Barrage cooldown reduced by 10 seconds per Vet level
* Population reduced from 10 to 8
* Population reduced from 12 to 10
Base-Sector Flakvierlings
* Population reduced from 3 to 0


  1. CMaster says:

    Been playing for a few days.
    Slightly disappointingly, the patch notes are wrong as a result of bugs in a few places – PE ACs can still detect snipers, while in the case of Forward Observation Officers, the barrage delay has been increased, but the first shell still falls just as soon (and just as undodgeably).

    Also the new maps haven’t show up in the automatch list yet, despite some of them (Duclair 1v1, Alsace-Lorraine being very, very good.

    In general though the map rebalancing and general changes are great. Lorraine is now a good map, as is Sturzdorf. Stupid crap like piospam and roospam are now manageable.

  2. MrMud says:

    This is not how you should balance a game.
    Making omgamillion changes with no idea how they affect each other…

    • CMaster says:

      They had a 5 month long balance beta where the changes were put to the test. It didn’t get the player levels it really needed for a few reasons, but it provided decent feedback on when changes were too dramatic.

    • subedii says:

      Yeah, a lot of this is stuff that went into CoHO. And with CoHO now finished, they’ve moved it all back over to CoH.

  3. winterwolves says:

    This game rules, I still am playing it today after YEARS. And never happened with many games in the past.

  4. Cryotek says:

    Not sure how long this lasts, but the complete pack is on sale for $12.49 on D2D:

    link to

    • CMaster says:

      For the record:
      If you are just interested in Skirmishes/Multiplayer, Tales of Valour will give you access to everything.
      If you are only interested in the campaign, skip ToV – the campaigns in there are pretty half-arsed.

  5. Oozo says:

    I’ll never be ready for the fact that a lot of people don’t seem to know the difference between the Swiss flag and the Red Cross. NEVER.

  6. TrouserDemon says:

    Happy to have worked with the devs on those balance changes. It was a labour of love, and we were lucky to get it. Thanks Mora.

  7. tameimpala says:

    Be interesting to see how so many changes at once will pan out. Love this game, the only RTS that I regularly play.

  8. cairbre says:

    This is one of my favorite RTSs of all time. Please make a sequel.

    • subedii says:

      What changes would actually warrant a sequel though?

      I mean, the visuals are still ace and there’d be no point in pushing them further. I can’t see them changing the multplayer formula any. And adding more sides would be pretty stupid.

      The most I could see for changes would be additional campaigns and infrastructure changes. The former they did via the addon packs. The latter would require a hefty amount of investment for no real gain, unless they changed the payment model or something. They experimented with that via CoHO, and they never really built up enough numbers to support it.

      I think CoH as a franchise is pretty much just stuck in Limbo really. It never developed the critical mass to continue competing with RTS’s, and as far as I can see there’s nothing they could do right now to really push a sequel just yet. And CoHO didn’t manage to take off.

      I wouldn’t expect a sequel game for quite a while yet, but who knows.

    • idiotapocs says:

      subedii: that’s just plain stupid, there’s always room for a sequel.

    • tameimpala says:

      Perhaps a better physics engine, like a frostbite engine destruction thing going on. And the introduction of the Red Army?

    • cairbre says:

      What about a change of time to say vietnam or a made up conflict with black hawks or some such I know it might not work or polish up the engine. I take your point thou the game is near perfect as it is.

    • Werthead says:

      According to Relic’s Twitter feed a couple of months back, they’ll be announcing their new game in August. Also, the current patch is apparently the ‘final patch’ for CoH.

      So yeah, I heavily suspect that we’re about to see CoH II being announced soon. What form it will take is anyone’s guess at the moment.

    • twent4 says:

      Yeah, but what do you want to bet that it’s gonna be another WH 40K game?

    • MrLebanon says:

      if not a sequal.. at least an eastern front addon…

  9. cliffski says:

    can we finally have a sequel now?

  10. Zarunil says:

    This game exists!?! WAT

    I’ve honestly never heard about it before.

  11. Premium User Badge

    Bozzley says:

    Am I right in thinking that the patch prevents you from zooming out as much as you could before? I’m convinced I could get the camera further back than I can now.

    • TrouserDemon says:

      Nope. There have not been any changes to the camera.

    • Premium User Badge

      Bozzley says:

      Ah right, fair enough. It’s been a while since I played it last, so I’ll blame my imagination. Cheers :)

  12. Giftmacher says:

    I do hope they’ve fixed the Opposing Fronts factions. It seems like they were tailored exclusively to fight only each other.

    • CMaster says:

      They’re still at core badly designed (both are pretty much driven to blobbing, PGs far too prone to “all or nothing” engagements). However brits have had some of their more crazily overpowered stuff turned down, while PE have had a few more units made useful.

    • lePooch says:

      Panzer Elite are still prone to blobbing, but now they’re highly discouraged from blobbing because things like aircraft strafing turns large groups into chunky peanut butter. Still the Hotchkiss tank got a decent boost, and the halftracks now don’t suck at pathfinding, so overall they came out on top.

      The British finally have slightly less incentive to be Blob Lords and Kangaroos being bumped up in price so that it actually hurts to lose one mean that they might actually build something else. In return, they get a much more effective light tank, and some other improvements to officers.

      There was a lot of concern about the nerfs to the Wehrmacht anti tank gun, since it has less accuracy and doesn’t camouflage as much now. Unfortunately, it looks like the bug that players use to ‘bug-fire’ it still exists. That and motorbikes seem to suck more now. Americans seems to have come out with better tanks and worse infantry, which is all for the best considering I used to play with giant infantry blobs because their tanks were shit. It will take me some time to get used to building Shermans again.

      I personally liked the new patch, because after 3 years of playing this game, it seems like this patch at least addresses most of the issues that regular players have been complaining about all this time. At least a few of the new maps are decent, and the factions seem slightly more balanced out than before. And they have fixed some of the biggest bugs to plague the game, such as the 5% bug, which happens rarely enough, but has definitely made me rage at least once.

  13. lunarplasma says:

    Is there a point yet to building Sherman crocs?

  14. Zwebbie says:

    5% bug and the crawl bug fixed? I thought I’d never see this day ;_; .

  15. EBass says:

    What the crawl bug fixed? Next they’ll tell us the M10 has stopped misfiring! With the Kangaroo nerf I might actually start playing again.

  16. winterwolves says:

    I agree, I want a sequel set in modern times with modern weaponry. Not some crap free to play MMO though ;)

    • CMaster says:

      The problem with a modern combat setting, is that if you want to treat it even vaguely realistically, fire support dominates everything. You saw that with World in Conflict if you ever played that and as far as I can tell it’s a real issue. Infantry holed down in cover get taken out by long range mortars or laser-guided strikes. Tanks get shredded by beyond visual range MLRS systems, Helicopter gunships and A10s. etc etc. You could do 1970s stuff, or perhaps some odd limited conflict (lots of civillains around?) But you can’t make a modern combat game like CoH, without well, ignoring what makes modern warfare what it is.

    • Wilson says:

      Yeah, modern warfare realistically done (or even just vaguely accurately done) isn’t good for games. WW2 comes up a lot because it has all the different elements we’re used to (aircraft, tanks, infantry, artillery, etc) but it’s still all quite close quarters action as opposed to modern weapons systems which can hit stuff accurately miles away.

    • cairbre says:

      I’m with you I would like to see them come up with something the ’70s setting is a good idea too thou.

  17. Wilson says:

    I would recommend everyone interested in COH take a look at the Eastern Front Mod: link to It’s intended to preserve original COH style gameplay, and currently adds the Soviets, and also an alternative British faction (the Royal Marine Commandos) who are more offensively capable and designed to deal with some of what can make playing as or against the Brits a bit boring sometimes.
    The quality is excellent, the developers have been regularly bringing out patches to improve the balance of the new Soviet faction, and they are working on another new German faction (the Ostheer).

    EDIT: Though their site is a bit busy at the moment because of the recent release of a new patch to go with the official COH patch, and the you may get some ‘too much usage’ type errors on their forums. This isn’t a reflection of how the site is most of the time :)

    • Werthead says:

      EASTERN FRONT is superior to the two ‘official’ expansions, by far. It’s a very impressive piece of work.

  18. GenBanks says:

    I love Company of Heroes like almost no other game. I was crushed when COHO was canceled.

    But I’m sad they haven’t implemented automatch 3v3/4v4 into vCoH again. 1v1 and 2v2 is great but it’s more stressful than 3v3/4v4…

    • Mark-P says:

      I feel the same way. I used to play a lot of automatch 3v3 Warcraft III. It was challenging but the price of failure was low, so you didn’t feel too bad if you or your team-mates screwed up.

      Sadly the most CoH offers is 2v2, and I find that too stressful to be fun. It’s hard to avoid stacked custom games, so I comp stomp instead, which is both relaxing and fun, especially if you don’t play chokepoint maps and give the AI a chance to flank.

      If they put 3v3 automatch into CoH I’d be all over it. CoH is my favourite RTS, and I still play several games a week. There’s some brilliant mods too ( I’m fond of Blitzkreig )

  19. Dominic White says:

    Seconding that in addition to this patch being bloody impressive, the fan-made Eastern Front expansion is a thing of beauty:

    link to

    Apparently it’s based on preliminary work that Relic did to add a proper Russian side to the game, but never completed. The community went and completed it, and it really does feel like a professional-quality addition to the game. It’s just the Russian side right now on the Allies side, but they’re going to be adding a new German faction to counter them eventually, and then a proper Russian campaign.

    Bloody impressive, really.

    • Snugglesworth says:

      Speaking of bloody impressive, there are plenty of mods for this game with thriving communities not just Eastern Front. Check out Operation Market Garden

      It’s a great persitancy mod that’s really addicting and fun if you can get past the learning curve. A lot of the units are the same from Vanilla CoH, as well as a bunch of brand new units that have been made. The new patch is also for the most part going to be integrated into it as well.

  20. Ginger Yellow says:

    And what better to accompany the patch than the news that Tales of Heroes, the fantastic CoH videocast, is back! As for the patch, I love the map tweaks, can’t wait to see the new maps, but I’m struggling to cope with the faction balance tweaks. I’ve dropped a level already and finding the PE much harder to play against. Which is great, as I’m forced to try out new strategies.

  21. ScubaMonster says:

    I need to reinstall this.

  22. badoli says:

    It’s also a game which works pretty convincingly with the IZ3D anaglyph 3D!

    link to

  23. Kevin says:

    Glad that Roos got nerfed and that Pak-sniping got trashed.

  24. BloodPukeSalvation says:

    tales of heroes was EXCELLENT! glad its back. this might just get me to reinstal CoH

  25. rocketman71 says:

    5 years and STILL they don’t take out the stupid DRM?. Damn you, Relic.

    • ascagnel says:

      CoH shipped without DRM, and then the Relic Online login was patched in with 2.0. Very, very annoying.

  26. wazups2x says:

    I own the game but I’ve never ever played the multiplayer. Probably to late to start now, I’d get destroyed.

    • lunarplasma says:

      You could always play comp stomps. :D

    • Werthead says:

      Me and my friends usually play co-op MP against the computer. The vanilla AI is reasonable, whilst the AI on the EASTERN FRONT mod is lethal at the highest difficulty levels.

  27. lunarplasma says:

    I played this last night. I’ve forgotten how surprisingly fun it is!

  28. Tmoore says:

    One of my all-time favorite games – I consider myself a decent player, though i regularly get my ass handed to me by real players. So i generally just comp-stomp medium to hard, it’s still a great time, and the addition of new maps is always great. Just got a friend new to PC gaming into this and we’re gearing up for some 2v2.

    This is easy one of the greatest games to come out in the last 10 years. starcraft/warcraft/C&C got nothing on Relic.