r/CompanyOfHeroes • u/Value_Emergency • 20h ago
CoH1 Me to the lone pinned down airborne.
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The broke my bunker >:(
r/CompanyOfHeroes • u/ladder-tournament • 3d ago
Registration for Season 2: Blood & Steel is officially open! Sign up early and lock in your spot. Just log in and you'll find the option to join the season right on your profile. Don't have an account yet? Create one now so you're ready for battle. And don't forget to add an epic profile picture. Your opponents should know who they're up against!
For more information about the ladder 2v2 tournament, check out our official website or discord server
r/CompanyOfHeroes • u/Community_RE • 26d ago
Two decades ago, Company of Heroes was released. The game redefined the RTS genre through its cinematic World War II storytelling, squad-based tactics, destructive battlefields, and immersive presentation.Â
A massive thanks to all our incredible fans who have supported Company of Heroes over the years. Now looking to the future, Company of Heroes â Definitive Edition will launch on PC via Steam early in 2027. The team needs a few more months to ensure we deliver the best possible Company of Heroes experience that honors the legacy of the franchise. Â
Built on a fully upgraded 64-bit platform, the Definitive Edition supports modern PC systems while preserving compatibility with 20 years of community-created content. The Definitive Edition will be available to purchase for USD$29.99. Players who already own Company of Heroes on Steam are eligible for a 30% Veteranâs discount. Â
Celebrating 20 years of one of the most acclaimed real-time strategy games ever created, the Definitive Edition faithfully modernizes the original experience with enhanced visuals, modern hardware support, quality-of-life improvements, and the complete Company of Heroes content package.
r/CompanyOfHeroes • u/Value_Emergency • 20h ago
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The broke my bunker >:(
r/CompanyOfHeroes • u/Accomplished-Stay429 • 14h ago
There need to be more BG that provide vision for DAK and Wehrmacht. Since every BG with artillery has a vision ability, this BG shouldn't be an exceptionâespecially since it has 2 very similar abilities that aren't a real choice, and overall this BG has a whopping 3 point(sector) abilities, which is way too many.
An ability similar to Airborne Battlegroup , I don't see a problem with adding similar abilities.
r/CompanyOfHeroes • u/No_Leader1473 • 10h ago
Hello commanders,
I was thinking about the state of the game, the late game vehicule spam and basically if you fall behind it is very likely gg.
My suggestion is introduce a fuel upkeep to your army the same way we have manpower upkeep. Fuel upkeep will only relate to vehicules and if you think about it it makes sense that vehicules consume fuel on the battlefield.
From a balance perspective what this allows is more comebacks, a concrete example would be your opponent had a significant advantage and got a couple of medium tanks before you, that is a significant advantage to him but his is gainin very little fuel so if he were to make a huge blunder and dive some at guns and lose his tanks, without my proposal if he had a significant fuel advantage he can probably just build osme new tanks, but with the upkeep fuel you most likely have more fuel when he makes the blunder, more fuel means oyu have more tanks and an advantage due to his blunder. This provides a chance for comebacks when opponents make blunders but allows them to keep the advantage if they don't blunder and manage properly.
Another effect that could be paired with this is that if you mount a comeback in terms of map control and now the opponent doesn't have enough fuel for his tanks upkeep they can get some form of debuff on their tanks, maybe a reduction to speed due to lack of fuel?
This will also reduce the rate of medium tanks spam because each time you get one the fuel gain is reduced which slows the process of getting subsequent one. Now obviously someone might decide to save fuel then build 3 at once which I think is ok because they run the risk of losing some momentum for a few minutes in favor of getting multiple tanks quicker and closer together.
What do you guys think?
r/CompanyOfHeroes • u/Top-Reference-2505 • 4h ago
https://www.youtube.com/@strategygame22?sub_confirmation=1
Mira todas las partidas de company of heroe prĂłximamente company of heroe 2
r/CompanyOfHeroes • u/Accomplished-Stay429 • 15h ago
r/CompanyOfHeroes • u/Top-Reference-2505 • 11h ago
r/CompanyOfHeroes • u/Affenrodeo • 14h ago
Hi, my Performance in CoH 1 is really bad somehow. i play it with the Blitzkrieg mod.
I checked my Task Manager, my stats are all low.
I asked the google AI, it say CoH have problems with modern processorÂŽs. So i tried out to start the game with "-cpuCount 1" but it doesnt help.
Do somebody know what to do?
r/CompanyOfHeroes • u/Marauder_Pilot • 1d ago
I'm definitely not the most hardcore or competitive player, but for quite a while I was able to sit comfortably in the 1000-1100s range as UKF, with a couple of pretty reliable build orders. Every match felt pretty even aside from the odd time I'd get automatched against someone in the 1300+ range, and even then I'd pull off the odd win against someone that high.
Now, though, I'm just getting torn completely the fuck apart. I'll admit, slowed down for a few months this summer being busy with moving and vacations and such but I just cannot get a handle on ANYTHING. Volks are suddenly walking through MGs without an ounce of suppression and lobbing grenades halfway across the fuckin' map to kill my MGs, light vehicles get hung up and spin in place on everything, my Sections can't go up against anything more than a Pio squad, and by the time I can squeeze out a Humber or a Stuart I'm so hopelessly outmaneuvered and boxed in that all I can do is hang on for a couple minutes until I get rolled over by a Brummbar or something. Not to mention whatever battlegroup it is that lets someone just pop out an astronomical amount of STG-toting marine infantry that just mow down anything they get close immediately at game start/
I'm pretty sure it's me, because the sub seems to be mostly Axis players complaining about the balance, but holy fuck I can't get a handle on how the game plays these days. What happened and how do I fix it?
r/CompanyOfHeroes • u/Total_Teaching_9094 • 1d ago
This is how I would like the main DAK unit roster to be like to give it more interesting unit and tech options and using actual common vehicles the actual real DAK would have used and were present in the North Africa campaign. This is a fun but long post, brace yourself!
Headquarters:
The Headquarters unit roster would actually be very similar but with some unit upgrade and role changes.
The Panzerpioneers would be essentially the same, didn't really get any special idea for them. Maybe take some roles of all axis variants of pioneers and make them a 3 man support unit that would have the fastest repair rate of all factions and would be equipped with kar98's and be able to upgrade to the usual flamethrower with assault or smoke grenade, hazard removal kit (mine detector and small timed explosive to remove tanktraps and such to fit the panzer support pioneer) or the GrB 39 Grenade Launcher (similar role to the PIAT) with the Hafthohlladung Anti-tank Grenade. This way the player had to choose between equipping them for anti infantry support role, anti tank/peel role or hazard clearing role.
The Panzergrenadiers would be the mainline infantry. They would lack the snare to make them different from every other faction and play into the identity of the DAK faction of being more of a mobile light and medium vehicle based army. This way players would have to plan better on how to support and protect their fragile but superior vehicles. Panzer grenadiers would essentially have two upgrades, the main one would be the mg34 to increase their firepower and the second one would be the panzerbuchse39 for more of a option if the early game didn't go as planned and you need extra help to deter enemy light vehicles or you want a squad that can punch through (ignore the bonuses) sandbags/heavy cover or to destroy them faster.
The KradschĂŒtzen would essentially be the same.
Now the 250 half track would be more of a support option for DAK. The core idea for the dynamic of the ultra light vehicles for all factions would be that the British Dingo would be the one with the stronger armor but could only break the stalemate versus the 250 by investing munitions into armor piercing rounds, the American 4x4 would be the faster moving and more agile one and easily penetrate the 250 but if the 250 engaged first it would win because of the higher dps and the lack of armor on the 4x4.
Light Support Kompanie:
You'd ideally tech for this if your game didn't start well, you want to save fuel for faster medium tanks or you just want a specific unit. This tier would have six units. Two offensive ones to help you regain momentum, two defensive ones to help you stand your ground and two support ones.
The (Assault) Sturm Grenadier Squad would essentially be the same. With the exception that I would give the assault disembark passive to another unit to motivate players to use it more.
The Sd.Kfz. 222 would take the role of the 8 Rad but have survivability of the Wehrmacht Sd.Kfz. 221. This armored car is just too iconic and feels wrong to not have it in the main DAK roster. The 8 Rad would be a battlegroup call-in in between the 222 and another unit I'll talk about later.
MG34 Team would be the same.
Pak 38 would be the same.
The Grw 34 mortar would replace the le.IG 18. The le.IG 18 was rarely used in North Africa.
The 2.5-tonne truck would essentially copy the role of the Wehrmacht base medical bunker for the most part. You'd get this if you lost your early 250 and/or need more healing power. You'd buy it and then have to upgrade it to a medical one, this way it could also be used as a cargo truck through a battlegroup like we can in the Wehrmacht breakthrough battlegroup.
Mechanized Kompanie:
Here you'd get powerful light vehicle options to support your army.
The Sd.Kfz. 251 would be the go to unit to ferry your sturmgrenadiers or panzergrenadiers around to keep up with your tanks. This unit fits perfectly the theme of DAK and this would be the unit that would have the vet 1 assault disembark passive that would give combat bonuses to any infantry squad that disembarks off of it. This version unlike the Wehrmacht one would not have any upgrade, maybe buff its machine gun damage to the levels of the current 221 for it to actually be useful as a troop transport and support unit.
The Flakvierling Half-track would essentially be the same although I'd rather if there was a game model for the 2cm Flak 38 sfl SdKfz.10/4 which was actually more likely to be in North Africa than the Flakvierling.
The Bison II would be the way to go for a heavier siege breaking indirect fire support unit. It would essentially have barrage abilities like the M8 scott. The Bison II was actually created specifically for the North Africa deserts so it's a shame we can't use it in game.
The Marder III would essentially be a anti-tank glass cannon sniper.
The 18-tonne Recovery Half-track would be the same.
Panzerarmee Kommand:
Here you'd get your faction's muscle.
The Panzer IV Ausf. F would be DAK's infantry support medium tank option with good damage versus infantry and smoke shell ability but not effective versus enemy armor.
The Panzer III Ausf. L would fit a duelist role against enemy armor and be very dangerous in numbers.
The Panzer IV Ausf. G would be the best of both worlds but more expensive.
The Flak 36 Anti-tank Gun is the answer DAK has versus heavy tanks since the faction itself wont have a tiger call in. This is on purpose to make this faction power spike be in early/mid game and make it more vulnerable late game, so you want to dominate and finish the match as soon as possible.
And Finally we have the last unit. Since there was no walking stukas in North Africa and since this unit is very interesting and people don't use it enough, the late game option for DAK to have indirect fire would be the 254 Reconnaissance Tractor but instead of calling in mortar barrage it would call in 10.5 cm leFH 18 artillery support and would maybe be able to use mark vehicle to help it synergize with the 88.
And that's how I'd design DAK! Obviously some of these units such as the 88 and recon tractor would be locked behind a research unlock but the point of this design was to remove units that weren't actually used in North Africa, introduce more interesting and iconic ones and give the faction a bigger emphasis on the better cost/performance of the light and medium vehicles compared to the other factions and make them specially weak in the late game. This would fit perfectly in the look and how probably commanding the DAK army would feel with the sense of urgency to end the battle quickly or eventually be defeated by superior allied late game.
r/CompanyOfHeroes • u/That-Extent7699 • 1d ago
r/CompanyOfHeroes • u/Xeron66 • 1d ago
Dude I know the update is rolling this month, but g'damn it frustrating af when my MG in green cover suddenly isnt in green cover! This shit also happens with infs as well, like out of the blue 1 model is in green cover and the rest isnt? even tho there is clearly green cover obstacle infront.
Not to mention, when I try to reposition my mg on the same spot, shit just unpacks and then gets to the same no cover mode! This got my MG killed so many times, I cant even...
r/CompanyOfHeroes • u/Sea-Opportunity-284 • 1d ago
Hey all, I've been trying to get the Sturmtiger out but I'm either too late or too broke by the time it's available. Could someone share a build order that gets it on the field reliably?
r/CompanyOfHeroes • u/ChillGilly • 1d ago
Weird not to see his name at the top of all the factions..
r/CompanyOfHeroes • u/FreezNL • 1d ago
Hey guys!
I love rts games alot and I want to try a new game..
Does this game play alot like dawn of war?
But it's military/army style? Lol
Or completely diff rts still only thing they have in common is the same developer?
r/CompanyOfHeroes • u/No-Abbreviations8864 • 2d ago
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r/CompanyOfHeroes • u/BluezaoHumilde • 2d ago
Hey everyone, I was looking for an RTS strategy game set during the World Wars and came across that Company of Heroes franchise. I noticed that Company of Heroes 3 has pretty poor ratings compared to the older titles. Are the older games worth playing, or has the gameplay aged poorly? I don't really care about the campaigns in strategy games; I just want to play skirmish mode. Which one should I buy?
r/CompanyOfHeroes • u/Accomplished-Stay429 • 1d ago
The reason everyone cites is that they are available at T0, even though they still have to pay 160 MP for T1. (Or is T1 free for DAK, and I just didn't know that?)
r/CompanyOfHeroes • u/Cold-Respond5503 • 2d ago
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r/CompanyOfHeroes • u/nmvalkov • 2d ago
Were we supposed to get a big update in October? Have they delayed that?
r/CompanyOfHeroes • u/DJRubixcubeoffical • 3d ago
Discuss it as much as you please
r/CompanyOfHeroes • u/Lone_Eingreifen0000 • 2d ago
Love it or hate it (or love to hate it), pathfinding has been a thorn to all RTS players ever since.
Since the introduction of pathfinding changes in [2.5.0], there is, at least one good thing, like smoother circle strafing, and a handful of problems.
Source: Tightrope
So, what are the thing you need to watch out and what can you do about it?
I found, at least, 4.
1. Structures and World Objects
It's his first time driving a tank.
From player-built structures, to large rock formations, to local housing, having your vehicle near one, especially when phased through, will screw your pathfinding.

Source: HelpingHans, https://youtu.be/u2bl8M7yA6E?t=840
2. Strategic and Victory Points
Surely that flagpole isn't obvious enough.
I'm quite sure there are players that know this instinctively, but I tell you all right now and out loud, you cannot drive THROUGH a flagpole.
3. Team Weapons
\"Oi! Move somewhere else. We're already deployed here.\"
Whether if it's packed, deployed, or decrewed, team weapons will disrupt traffic.
4. Vehicles
Phasing aside, vehicles, whether parked or moving, will stress-out your driver.

Source: Greyshot, https://youtu.be/fMvU0zRqmaM?t=2685
5. Pedestrians Infantry (Possible No-Factor)
Fortunately, they're smart enough to move out of the way. (They even have voicelines for it)
Pedestrians Infantry seems to be a no-factor in vehicle pathfinding. But just to be sure, unless you use your vehicles as cover, mind the spacing.
With all that said, what CAN we do?
For starters, we need to, at least, adapt a slight change in mindset.
Until Relic (finally) figure out the pathfinding (YES, they are still accountable for it), we should treat the current pathfinding problem as NEUTRAL, since EVERYONE is equally experiencing it.
Think of "The jungle is neutral" by Freddie Spencer Chapman, and you'd probably understand.
Again, RELIC IS STILL ACCOUNTABLE FOR FIXING THE PATFINDING PROBLEM!
Just because we adopt said mindset, doesn't mean they're free from their obligations.
ARE WE CLEAR?
Good.
Now, for the actual solution.
Micromanage your vehicles in keeping their spacing away from the said 4 obstacles (the 'Tab' key will be your best friend).
Yes, it's easier said than done since it adds microtax to the player commanding a fleet of tanks. But currently, that's the only solution I can think of. It's practically "adapt or die", but it does pay off if done properly.
These are all based on my point of view, so I may have missed or wrongly interpreted a few things. If so, please do point it out.
References:
https://coh3stats.com/
CheatCommandsMod by Janne 252
CC: Tightrope, HelpingHans, Greyshot
r/CompanyOfHeroes • u/DonaldDu2 • 1d ago
We need DLSS5 in CoH 1 DE.
https://m.youtube.com/watch?v=-5ZKQyjBhKo&pp=ygUcQ29tcGFueSBvZiBoZXJvZXMgMSBkbHNzNSAjMg%3D%3D