About the Game

Company of Heroes 3 brings the series' acclaimed authentic and tactical gameplay to a stunning new setting. Immerse yourself in two epic campaigns, four unique multiplayer & co-op factions, and a breathtaking new theatre spanning from the sweeping deserts of North Africa to the rolling hills of Italy. Join the Fight with new features such as Full Tactical Pause and our Dynamic Campaign Map, which enable you to take complete control of the battlefield.

The legendary strategy franchise is back! Company of Heroes 3 is the ultimate package of action, tactics and strategy. Take charge in the heat of real-time battle, then command as a General guiding the overall campaign where every decision matters.
Overwhelm your opponents with four unique factions and all-new international Battlegroups. Command ground, air and naval forces and build supply lines to crush enemy advances on the new Dynamic Campaign Map - no two playthroughs are ever alike! Play at your own pace across campaign and skirmish modes before diving into blistering multiplayer action. Discover the untold stories of a stunning Mediterranean theatre featuring next-generation destructible environments, all powered by Relic's proprietary Essence Engine.

Company of Heroes 3 delivers the next generation of acclaimed tactical gameplay. Beloved combat mechanics collide with authentic new gameplay features, making for the deepest tactical experience to date.
Make use of daring flanking moves to expose enemy side armor, experience all new infantry breaching mechanics allowing you to flush enemy units from their garrisons, and master elevation to enhance your line of sight and gain the upper hand.

Welcome to the Mediterranean - a breathtaking new theatre filled with untold stories of war. Engage ferocious enemy forces across Italian mountain passes, breathtaking coastal vistas and the sweeping deserts of N Africa. Stunning visuals deliver authentic and highly diverse environments designed to keep you on your toes.
Mountainous maps will require uniquely different strategies from coastal towns, with verticality now greatly affecting units’ line of sight (True Sight). Desert plains will call for careful reconnaissance and daring armored maneuvers. On this new frontline, intelligence trumps speed and clever use of local terrain will let you bewilder your opponents and route them from the field.

Experience the biggest single-player campaign in franchise history. The new Dynamic Campaign Map delivers full ‘sandbox-style’ gameplay, allowing players to command the overall war effort and experience an unprecedented level of strategic choice.
Establish vital supply lines before deploying rear guard defenses to secure your advance. Launch air and naval strikes to weaken and scatter enemy forces or liberate a nearby town to develop a Partisan spy network. Choose your forces and upgrade your veteran companies to match your playstyle. Meanwhile, the optional Full Tactical Pause feature allows players total control over the pacing of single-player action. Plan your attacks, then effortlessly queue up lethal precision plays that will give you the edge in battle.

Company of Heroes 3 promises to delight even the most ardent WW2 enthusiasts thanks to the largest number of launch factions in the series to date.
New army customization mechanics will allow you to call in the help of a varied cast of specialist units. Take up the fight with new elite squads including the American-Canadian Special Service Forces, the revered Gurkhas from the Commonwealth and many more.
From devastating tank destroyers to clandestine recon vehicles, Company of Heroes 3 features the largest roster in the series to date. The super-light Weasel, the armor-sniping Nashorn, and the Chaffee Light Tank are just a few of the units making their debut. Also, let's not forget revamped classics like the M3 Recovery Vehicle Halftrack, which can now be used to repair and steal abandoned enemy vehicles!

Feel the blistering impact of every mortar shell and naval bombardment with Relic's state-of-the-art Essence Engine. In Company of Heroes 3, every location becomes a fully destructible sandbox, opening up limitless tactical gameplay options for you or your enemy to exploit.
Bring fortified buildings crashing down onto enemy squads, then witness enhanced destruction mechanics at play as soldiers exploit fresh ruins as dynamic cover. Stunning new rendering and particle FX technology depicts fire, sand and smoke like never before. Brilliant new soldier animations combine with enhanced AI, delivering realistic squad reactions to the battlefield. Optimized for DirectX 12 and multi-core CPUs, Relic's new engine technology will deliver cinematic action to rival any Hollywood blockbuster.
Screenshots
21 images
Version Information
Steam Patch Notes
Official update history
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Today’s Hot Fix addresses several gameplay issues. Thank you to everyone who has submitted feedback; you can continue reporting any additional issues by visiting the Relic Help Portal and submitting a new request.
General Changes
Fixed an issue where the Flakvierling Halftrack was able to suppress units while moving
Fixed an issue where the Battlefield Espionage Battlegroup applied additional offensive bonuses to certain units that were camouflaged
Fixed an issue where the 251/16 Flammpanzerwagen got the 251 Medium Carrier's veterancy bonuses for planting Riegel mines at Veterancy 3
A.I. will no longer use the Skirmisher Package Rifle Grenades without the Skirmisher Package
Fixed an issue where the Sturmtiger was failing to destroy abandoned team weapons and emplacements at the point of impact as intended
Fixed an issue where Tungsten Rounds caused the Panzer III N's short 75mm to fire a direct-fire projectile
Fixed issue where Elite Forces - Crack Armor weapon swap can cause loss of tungsten core weapon on that vehicle
We are partially fixing a bug with the SSB Commandos that saw them get more bonuses than intended from camouflage, however, we are keeping their ambush bonuses higher than other ambush troops due to their low durability, high opportunity cost to make them strong, and the Battlegroup lacks a traditional strong late game.
Fixed an issue where the SSB Commandos would get a speed boost when attacking from camouflage at Veterancy 3
Fixed an issue where the unit got two First-Strike bonus modifiers
SSB Commando camouflage First-Strike modifiers increased from 25% damage and 40% accuracy to 40% damage and 75% accuracy (could previously reach +56.3% damage and +96% accuracy)
Known Issues Under Investigation
The team at Relic is constantly reviewing issues reported by the community and adjusting priorities to address the most frequently occurring issues. Thank you for all your submissions to help.relic.com. To see a comprehensive list of the issues we are currently tracking, please refer to the 2.4.0 Update Patch Notes.
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Today’s Hot Fix addresses several gameplay issues. Thank you to everyone who has submitted feedback; you can continue reporting any additional issues by visiting the Relic Help Portal and submitting a new request.
General Changes
Fixed an issue where the Flakvierling Halftrack was able to suppress units while moving
Fixed an issue where the Battlefield Espionage Battlegroup applied additional offensive bonuses to certain units that were camouflaged
Fixed an issue where the 251/16 Flammpanzerwagen got the 251 Medium Carrier's veterancy bonuses for planting Riegel mines at Veterancy 3
A.I. will no longer use the Skirmisher Package Rifle Grenades without the Skirmisher Package
Fixed an issue where the Sturmtiger was failing to destroy abandoned team weapons and emplacements at the point of impact as intended
Fixed an issue where Tungsten Rounds caused the Panzer III N's short 75mm to fire a direct-fire projectile
Fixed issue where Elite Forces - Crack Armor weapon swap can cause loss of tungsten core weapon on that vehicle
We are partially fixing a bug with the SSB Commandos that saw them get more bonuses than intended from camouflage, however, we are keeping their ambush bonuses higher than other ambush troops due to their low durability, high opportunity cost to make them strong, and the Battlegroup lacks a traditional strong late game.
Fixed an issue where the SSB Commandos would get a speed boost when attacking from camouflage at Veterancy 3
Fixed an issue where the unit got two First-Strike bonus modifiers
SSB Commando camouflage First-Strike modifiers increased from 25% damage and 40% accuracy to 40% damage and 75% accuracy (could previously reach +56.3% damage and +96% accuracy)
Known Issues Under Investigation
The team at Relic is constantly reviewing issues reported by the community and adjusting priorities to address the most frequently occurring issues. Thank you for all your submissions to help.relic.com. To see a comprehensive list of the issues we are currently tracking, please refer to the 2.4.0 Update Patch Notes.
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Today’s Hot Fix addresses several issues related to Gameplay/A.I., UI/UX, and stability. Thank you to everyone who has submitted feedback; you can continue reporting any additional issues by visiting the Relic Help Portal and submitting a new request.
Gameplay/A.I.
Performing weapon conversions/upgrades no longer rewards extra veterancy if the unit was under the influence of an experience modifier
A.I will no longer target structures or points with damaging abilities, such as capture points
US Forces
Free French Battlegroup
Fixed an issue where Old Guard caused units to take more damage on retreat rather than less
Wehrmacht
Fixed a case where the Sturmtiger was dealing more damage than intended to non-squad entities like buildings
British Forces
Fixed an issue with the British Forces Canadian Shock - Offensive Resupply not generating its pulse aura
Special Service Battlegroup
Lewes Bombs will no longer stick to friendly vehicles should they intercept the ability’s trajectory
Desert Raider tooltip now correctly shows that it is a passive ability, instead of Offensive/Timed Ability
Deutsches Afrikakorps
Fixed a case where Combined Arms attack speed bonus on team weapons was overriding other bonus sources, such as from veterancy
Fixed an issue where the Espionage Battlegroup allowed both Disruption Operation and Transfer Depots to be simultaneously picked instead of the options being exclusive
Elite Forces Battlegroup
Fixed an issue where the Stuka Ace could keep firing its autocannons, even on death
Ace Squadron
The area of effect on the Ace Squadron was set incorrectly too high, causing the ability to deal massive overlapping damage to units in the middle of their target zone, and overall being too difficult to avoid
Autocannon area of effect radius reduced from 6 to 4
Skirmisher Package
Between the powerful grenade and high base performance, the early power this grants is far too efficient. This is enabling players to go for massive concentrations of Panzergrenadiers too easily, so we're immediately toning this down.
Upgrade cost increased from 60 to 75
Skirmisher Package for Panzergrenadiers no longer allows additional weapons to be picked up and the upgrade cannot be purchased or will cancel if weapons are already in the squad's inventory.
Panzergrenadier squads with the Skirmisher Package should now reinforce at the same rate as standard Panzergrenadiers when reinforcing outside the base
UI/UX/Art
Fixed the 251 Flamethrower Halftrack visual effect shooting at a downward angle
Players who do not own Dare & Destroy, should now see it as an option in the Battlegroups menu, informing them that it is available to purchase
Crashes/Stabilization
Fixed an issue where our Japanese players were crashing when loading into matches with cosmetics
Known Issues Under Investigation
The team at Relic is constantly reviewing issues reported by the community and adjusting priorities to address the most frequently occurring issues. Thank you for all your submissions to help.relic.com. To see a more comprehensive list of the issues we are currently tracking, please refer to the 2.4.0 Update Patch Notes.
Investigating an issue where rarely the SSB Sniper will stay in a prone position while moving, until the unit either stops completely, or holds before it returns to a normal walk state
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Overview
The 2.4.0 Update will be available for Company of Heroes 3 today at 10am PT and includes 4 all-new Battlegroups as part of the Dare & Destroy DLC, 4 new base army cosmetic sets, multiplayer balance changes, and several bug and gameplay fixes.
Many of the fixes and changes included in today’s update are thanks to your feedback. Please continue to share your feedback or ask the dev team questions here and report any issues to us at help.relic.com.
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New Battlegroups
US Forces – Free French Battlegroup
Employ robust defenses and stalling tactics to subdue enemy assaults and buy time for a breakout.
Form a defensive line with French Rifle Sections, concrete Bastions and Tourelle defenses, while Railway Artillery and the venerable Char B1 Heavy Tank force a rout.
Wehrmacht – Siege Breaker Battlegroup
Mobilize siegeworks and specialist units to break enemy fortifications and create an opening for the vanguard to exploit.
Test the enemy line with additional infantry weapons and Flame Halftracks. Once a breach has been detected, crack apart even the most stubborn defensive line with Siege Specialists and the iconic Sturmtiger Heavy Tank.
British Forces – Special Service Battlegroup
Deploy elite raiding forces to deny resources and harass the enemy where least expected.
Raiding vehicles, Commandos and Snipers will ambush and whittle enemy units down, before fading away into the dust. Scorched Earth tactics will drain the enemy of their vital resources and punish every undefended hole in their frontline.
Deutsches Afrikakorps – Elite Forces Battlegroup
Develop an advanced and experienced force of infantry, aircraft and ground vehicles to outpace the enemy.
Lead a core of veteran infantry and vehicles with the Command 8Rad Armored Car, dominate the battlefield with Ace Stuka Squadrons, and deliver the killing blow with the mighty Tiger Ace Heavy Tank.
New Cosmetics
US Forces - Combat Curators
Take on the monumental task of protecting these priceless works of art with the Combat Curators legendary cosmetic set - inspired by the Monuments Men
Wehrmacht - Bush Wacker
Blend in and strike when your enemies least expect it with the Bush Wacker legendary cosmetic set
British Forces - Rainy Day in Hell
From the mud of the Italian front to squalls on the riviera your soldiers will be prepared to fight for another Rainy Day in Hell with this legendary cosmetic set
Includes pants
Deutsches Afrikakorps - Jagdkatzen
Spot your enemy, load up and hunt them down with the Jagdkatzen legendary cosmetic set
Audio
Added a new subtle sound effect when units gain Veterancy
Multiplayer Balance Changes
In update 2.4.0, we're aiming to introduce changes to address issues with anti-air, infantry combat, and the late game. Additionally, we've made improvements to snipers, off-map abilities, and heavy machineguns. The US Forces Partisans and Afrikakorps Espionage Battlegroups have also received a host of changes meant to improve their viability.
We’ve heard you on the current systemic issues causing a reliance on massed-infantry (blobbing), and we agree. Players are currently incentivized to mass units together, and there are insufficient counters to respond. We’re working on tackling this incrementally, with a series of wider changes that affect the overall game starting in update 2.5.0. For now, in 2.4.0, we’re aiming to address more isolated issues that can contribute to massing-infantry — such as infantry stutter stepping, delays in cover, and scoped rifles granting moving vision.
General
Infantry Combat
We have done some clean-up to prevent unintended gameplay outcomes between units in and out of cover. We have also adjusted suppression recovery in light cover to make it easier for heavy machineguns to pin units.
Majority of rifle weapon ready-aim times adjusted to 0.375/0.875 to limit stutter-stepping and reduce the ability for all squad members to fire
Units in cover no longer have an additional firing delay when engaging enemies directly in front of them
Light cover suppression recovery modifier reduced from 2.5 to 1
Burst weapons, like machine guns, will reset their burst after 10 seconds when not in combat to prevent cases where the unit only fires a 1-2 second burst before cycling cooldown/reloads
Snipers
We have adjusted snipers to have some interaction with cover, reducing their fire rate against units in cover, while slightly speeding up rate of fire against units in the open. This allows a player to use cover to reduce how many casualties they take but still allows the sniper to slowly pick away at units in defensive positions.
Changes to cost, survivability, and capture speed were made to help improve their general performance and value.
Manpower reduced from 340 to 320
Ready aim times for snipers now scale with cover, resulting in longer acquisition and firing times:
+50% against units in light cover
+100% against units in heavy/garrison
Ready-aim time sped up from 1.75 to 1.625
Cooldown sped up from 6.75 to 6
Reload sped up from 6.75 to 6
Fog of War reveal duration increased from 3 to 6 after firing to allow for counter sniping
Sniper capture rate increased from 1 to 1.33
Target size reduced from 1.5 to 1.33
Repairs
We have adjusted the repair system to make combat repairs more difficult, requiring a full squad to get the maximum repair rate and units that are in-combat will repair slower.
Repairs now scale with the number of squad members that are alive
Example: An Engineer Squad with 4 members repairs at the maximum rate of 8; if the unit is reduced to 1 squad member, repair speed is reduced to 2
Repairs are 75% slower if the unit was recently involved in combat; ends after 10 seconds of being out of combat.
Directional-based Airstrikes and Off-maps
Direction reticules are now directed from end-to-end, rather than from the center
Does not affect Propaganda Leaflets from the Terror Battlegroup
Airdropped Incendiary Bombs – Breakthrough & Air and Sea Battlegroups
The current incendiary bombs act more like a standard bombing run, inflicting good damage on detonation with the fire damage lasting for a short period of time. To focus these strikes on area denial, we have increased the duration of the fire and adjusted the bomb’s initial explosion damage.
Fire lasts for 30 seconds dealing 10 burn damage every 1.25 seconds to infantry and structures
Bomb damage set to 80
Deals 70% less direct hit damage to infantry
Bomb penetration set to 500
Bomb area of effect penetration set to 35
Airborne and Breakthrough Battlegroups Smoke Bombs
Arrival time sped up from 3 to 1
Bomb drop range increased from 120 to 200
Anti-Air Changes
Mobile anti-air units are having their AA range increased, allowing them to lockdown a larger area.
Fixed an issue where planes would still drop their payload on death if they made it to the target zone while crashing
Anti-Air Stance range bonus increased from x3 to 3.25
Toggle off recharge from 30 to 15
+75% traverse speed when active
Entering AA mode now also issues a stop command to prevent weapon rotation
Off-Map Artillery, Mines, and Airstrikes
Certain strikes could be too powerful against slower, larger vehicles and rear armor hits from high damaging weapon could be devastating with little counterplay as no unit had to be risked to get behind these vehicles.
Mines have also had this change applied to them as they always penetrate enemy vehicles and do not care about directional facing.
No longer able to gain bonus damage against vehicles when hitting rear armor
Recon Loiters
Planes no longer provide additional vision around themselves. Vision is only provided within the ability radius
Heavy Machineguns
The role of the Heavy Machinegun (HMG) is to quickly suppress enemies that enter their arc. However, certain HMGs failed to achieve this goal.
To improve their performance, the base suppression values are being raised, while their time to pin remains lower than that of the HMG 42 and 50cal.
MG 34 suppression increased from 0.01 to 0.011
M1919 HMG suppression increased from 0.0144 to 0.015
Vickers HMG suppression increased from 0.0144 to 0.0175
Vickers, MG 34, and M1919 HMG suppression damage against suppressed targets reduced from 0.5 to 0.4
Marder III M, 75mm Halftrack, and Archer Tank Destroyer
The following changes improve visual clarity of when these ability trigger and makes it easier for the bonus to be gained when these units are set-up ahead of time, prior to an enemy advance.
First Strike/Stabilized shot set-up time lowered from 6 to 3
First Strike/Stabilized shot now displays a status decorator when counting down
Flamethrowers
We are reducing Flamethrower DPS when they are firing on the move to reduce how powerful flamethrowers are when charging and chasing enemy units. They will still automatically hit enemies in the AOE but deliver less DPS compared to if the unit was stationary.
The damage bonus against emplacements is to make their effectiveness equal against all defensive emplacement types, not just being strong against bunkers.
Handheld flamethrower moving burst reduced from 1 to 0.5
Vehicle flamethrowers - moving burst reduced from 1 to 0.75
Deals +150% extra damage against non-bunker emplacements
Scoped Rifle Packaged - Jager, Australian, and Infantry Section
The role of this change is to make it harder to spot the defender with mobile squads, forcing them to expend flares to spot enemies prior to an attack.
+7 vision is only granted when the unit is stationary for 3 seconds
White Phosphorous and White Phosphorous Barrages
Scott and Pack Howitzer munition cost increased from 25 to 30
Damage over time no longer stacks
Infantry/Mortar/Off-Map Flares - Does not affect SLD Flares
Flare vision radius reduced from 45 to 40
Infantry squad launched flare range increased from 40 to 45
Resource Caches
Deployment changed from double-click to click-drag
Detection
Royal Engineers and US Engineers now detect nearby stealth units when equipped with the Utility Package
Unit Paradrops
Recharge time standardized to 60 across the board - Paratroopers, Anti-Tank Gun, Fallschirmjager
US Forces
Air Support Center
We have implemented a small cooldown between airstrikes. The goal is to reduce the number of off maps being dropped at once which could overload the opponent. We have also added an initial cooldown to limit how early air strikes can be requisitioned.
All attack runs start on a 60 second cooldown when the structure is complete
When an Air Support Center ability is deployed, all ASC abilities are placed on an immediate 10 second recharge time. Does not apply if the ability is already recharging and would take longer than 10 seconds to recharge
Riflemen Squad
Riflemen and Panzergrenadier Veterancy 1 damage increase abilities are gaining a small munitions cost. This will make spamming these abilities over the course of a long game have an impact on the player’s munition economy.
Pour it On 'Em now has a 15 munition cost
Recharge time reduced from 180 to 120
M4(105) Sherman Bulldozer
We are increasing the minimum damage the Dozer and Brummbar does to infantry, allowing them to deal more health damage on non-direct hits.
Area of effect far damage increased from 0.15 to 0.25
M8 Scott SPG
Experience requirements lowered from 1800/5400/10800 to 1500/4500/9000
Veterancy 1 bonus changed to 10% ability recharge
Veterancy 2 ability recharge reduced from 35% to 25%
M4A3E8 Sherman Easy Eight
Grants and E8s are having their main gun anti-infantry performance reduced to be in-line with other medium tank guns. This change is to allow anti-tank guns and infantry AT to better counter these vehicles and encourage the usage of dedicated anti-infantry tanks.
Area of effect damage reduced from 0.83/0.35/0.2 to 0.84/0.25/0.15
Scatter angle increased from 7 to 10
Distance scatter max increased from 4 to 6
Distance scatter offset from 0.33 to 0.25
Ranger Squad
We have made a few adjustments to allow Rangers to synergize with other builds and have less bleed on a player’s economy. However, we are toning back Cover to Cover significantly, removing the speed component that allowed the unit to quickly close with enemy, especially in late game scenarios where light cover was prevalent.
Reinforce cost reduced from 50 to 45
Cover to Cover no longer provides a speed bonus when leaving cover
Cover to Cover recharge sped up from 7 to 3 seconds
Can only be converted in the HQ sector
Is now trained from the HQ rather than the Barracks
Artillery Beacon
This change slightly increases the time it takes for the first shell to land.
Drop height increased from 350 to 450
Italian Partisan Battlegroup
Resistance Fighter Squad
We are giving Partisans a slight boost to their survivability and upgrade costs to encourage the anti-infantry variants of the unit.
The AT rifles had their anti-infantry damage further reduced as when combined with Disruption Fire, it allowed the unit to contest other infantry units too easily.
GRB cost reduced from 90 munitions to 80
SMG cost reduced from 50 munitions to 40
Health increased from 85 to 90
AT Rifles penalty against infantry increased from 25% to 60%
Saboteur Squad
The Saboteur Squad will now stay on the field longer, allowing more time and opportunity for the unit to be used for trap-laying, scouting, and the occasional anti-vehicle ambush.
Saboteur timed active duration increased from 80 to 120 seconds
Ability recharge reduced from 120 to 60
Call-in ability only begins recharging once the Saboteur Squad is off the field or destroyed
Underground Detonation
Spark travel speed increased from 10 to 12.5 seconds
Tunnel Medical Caches
Being an end-tier ability that competes with the Battlegroup’s primary damage dealing ability and does not have casualty recovery, this ability has been changed to provide the strongest healing rate in the game.
Healing rate increased from 3.2 to 4.8
False Orders
Radius increased from 30 to 35
Fixed an issue with False Orders debuff aura lasting only 45 of the 60 seconds
Updated reticule to display team color
Tunnels
Tunnel Infiltration cooldown sped up from 25 to 20
Infantry Tunnel build time sped up from 10 to 7 seconds
Can be cancelled for the infantry buildable variant
Wehrmacht
Pak 40 and LG 40 Ambush Camouflage
Ambush Camouflage no longer has a delay before being able to de-activate
Ambush Camouflage now triggers for all units in the selection group when the ability is toggled
HMG 42 Team
This change is meant to allow the MG 42 to better deter vehicles and combo with other units such as Grenadiers, vehicles or anti-tank guns.
White Phosphorous Rounds slow vehicles by 25% for 2 seconds on hit or deflection
White Phosphorous Rounds duration lowered from 60 to 45
Grenadier Squad
The Breakthrough Package for Grenadiers has very weak scaling, relying on the standard Grenadier veterancy for a hybrid assault unit. We have made a significant change, giving Grenadiers upgraded with the Breakthrough Package different veterancy bonuses focused on direct combat and survivability while still providing some utility support through the Panzerfaust.
Breakthrough Package
Veterancy 1: 10% harder to hit
Veterancy 2: 20% accuracy, 25% harder to hit
Veterancy 3: 20 health, 20% damage, +5 Panzerfaust range
Panzergrenadier Squad
Riflemen and Panzergrenadier Veterancy 1 damage increase abilities are gaining a small munitions cost to make spamming these abilities over the course of a long game have an impact on the player’s munition economy.
Automatic Fire now costs 15 munitions
Automatic Fire recharge time reduced from 180 to 120
Jager Squad
Jagers became very difficult to deal with as the game progressed, gaining substantial survivability bonuses on a long-range squad that did not need to close the distance and could scout positions with flares.
We are toning back some of the unit’s survivability, making the bonus lower, and arrive at Veterancy level 2, requiring Jagers to remain in cover to be most effective. The Reconnaissance Package’s cost has also been increased to reflect the buffs it has gained over several patches regarding its damage output.
Reconnaissance Package munitions cost increased from 50 to 65
Veterancy 1 harder to hit moved to Veterancy 2
Veterancy 2 rate of fire bonus moved to Veterancy 1
Veterancy 2 received accuracy reduced from 20% to 15%
Flak 30 Anti-aircraft Gun Team
Recent changes such as the removal of light cover on the crew have made the Flak 30 too vulnerable to both direct and indirect attacks that need to be positioned and set-up to function. We are improving the AA gun’s survivability and lowering the cost to enable suppression.
Health increased from 90 to 105
Suppressing Fire munition cost reduced from 25 to 15
Flakpanzer IV Wirbelwind
Veterancy 1 acceleration bonus changed to +20% rotation rate
Veterancy 3 rotation rate changed to +80 health
Marder III M Tank Destroyer
We are allowing the Marder to quickly toggle out of Sight Main Gun to help its survivability, but the player will now need to wait a moment for the bonuses to apply to prevent the unit from getting a shot in the moment the ability is trigged.
Speed has also been slightly increased to help the unit traverse the battlefield.
Speed increased from 4.6 to 4.8
Sight Main Gun can be toggled off immediately but has a 3.5 second delay before combat bonuses activate
Sight Main Gun now triggers for all units that are selected if none of the units are on cooldown
Sight Main Gun uses overall attack speed bonuses
StuG III G Assault Gun
Veterancy 3 +15% rotation rate changed to +20% weapon penetration
Panzer IV Command Tanks
Veterancy 1 bonus changed from 25% acceleration/deceleration to 25% rotation rate
Veterancy 2 35% ability recharge speed changed to +20% accuracy
Now uses overall attack speed for its veterancy 2 reload bonus
Panzer IV Medium Tank – Wehrmacht only
Following the route of Wehrmacht’s advanced infantry, we are giving veteran Panzer IVs slightly increased performance to compensate for the unit’s lack of end game offensive upgrades.
Veterancy 1 and 2 accuracy and penetration bonuses increased from 20% to 25%
Stosstruppen Squad
Stosstruppen are being adjusted, weakening their Veterancy 1 ability in exchange for having improved veterancy stats as the unit levels up. Their Veterancy 1 bonus has also been adjusted to focus on damage rather than survivability.
Fixed an issue where Veterancy 2 did not provide the correct 20%
Veterancy 1 harder to hit moved to Veterancy 2
Veterancy 2 rate of fire bonus moved to Veterancy 1
Veterancy 3 Accuracy bonus increased from 20% to 25%
Range of all grenades increased from 20 to 25
Shock Assault now increases moving accuracy by 30%, provides suppression immunity, and breaks suppression for 20 seconds. Combat bonuses removed.
Sturmpanzer IV Brummbar
We are increasing the minimum damage the Dozer and Brummbar does to infantry, allowing them to deal more health damage on non-direct hits.
Area of effect far damage increased from 0.15 to 0.2
LG 40 Anti-tank Gun
Accuracy increased from 0.075/0.045/0.04 to 0.075/0.05/0.04625
Penetration reduced from 160/120/80 to 160/100/70
HE damage distance reduced from 0.5/1.25/2 to 0.25/0.75/2
Panther Heavy Tank
The following change is meant to allow the Panther to be easier to access as in late game scenarios where manpower is a greater limiting factor than fuel.
Cost changed from 550 manpower and 100 fuel to 450 manpower and 125 fuel
Pantherturm
Weapon can now be given facing orders
Can now gain veterancy
Veterancy 1: +120 health
Veterancy 2: + 25% rate of fire and accuracy
Veterancy 3: +20% damage reduction +20% damage
British Forces
Infantry Section
The following changes are meant to reduce how powerful the Recce Package. Other units will now need to be mixed in to provide vision, and the unit cannot immediately push team weapons with the artillery barrage before the opponent can react.
Recce Package no longer provides detection bonuses
Forward Observer Artillery Barrage must now be thrown at the target position, and artillery only begins to fire once the flare has landed; affects Gurkhas as well
Humber Armored Car
Mark Area ability range increased from 45 to 50
M3 Stuart Light Tank
The following change is to slightly increase the Stuart’s reliability against infantry and improve the unit’s veterancy scaling.
Angle scatter reduced from 5.5 to 5
Distance scatter max reduced from 3.5 to 3
Veterancy 1 acceleration changed for +20% rotation rate
Veterancy 2 rotation rate bonus changed to +15% accuracy
Veterancy 3 accuracy bonus changed to +20% speed
M3 Grant Medium Tank
Grants and E8s are having their main gun anti-infantry performance reduced to be in-line with other medium tank guns. This change is to allow anti-tank guns and infantry AT to better counter these vehicles and encourage the usage of dedicated anti-infantry tanks.
The Grant is also having its base fuel cost increases to make additional tanks harder to field.
75mm area of effect adjusted from 0.75/0.3/0.15 to 0.8/0.25/0.15
75mm area of effect distances adjusted from 1/2/3 to 0.25/0.75/4.5
Scatter angle increased from 7.5 to 10
Distance scatter max increased from 5 to 6
Distance scatter ratio increased from 0.5 to 1
Fuel cost increased from 90 to 100
Unlock cost reduced from 50 to 40 fuel
Matilda Heavy Tank
Health increased from 900 to 960
17-pounder Anti-tank Gun
The 17-pounder is having its base cost reduced as the first gun is already expensive to field, requiring side-tech access.
Manpower cost from 400 to 360
Fuel cost reduced from 60 to 50
Centaur IV Medium Tank
The Centaur is having its area of effect distance increased to increase the chances of killing infantry models, rather than wounding them if the shell does not directly hit them.
Area of effect distance increased from 0.25/0.35/1.5 to 0.5/0.75/1.5
Polish Lancer Section
Damage bonus reduced from 20% to 15%
Attacking Spirit
Attacking Spirit has been adjusted, so the combat healing of the ability only happens on the trigger of the pulse, and the additional healing provided can now be interrupted by combat.
This should increase counterplay, allowing the opponent to keep units with Attacking Spirit in-combat or off capture points to prevent healing during combat.
Immediately heals 15 health on decapture when infantry enter the pulse
Heals 75 health over 45 seconds afterwards; healing is paused when in combat, but ability duration continues to tick down even when healing is paused.
Retains 2 CP cost
Australian Defense Battlegroup
Logistical Supremacy Changes
Artillery Tripwire Flares and Reinforced Resource Caches moved up to the 1st tier of Logistical Supremacy
CMP 15cwt Supply Run moved to the 2nd tier of Logistical Supremacy
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Australian Light Infantry
Australians can now repair buildings to better synergize with the defenses they can build and will be easier to gain veterancy with, matching other standard infantry squads. Moving accuracy on the Scoped Lee Enfield has been lowered, however, to make them less effective on the move.
Can now repair structures at a speed of 8 health per second
Experience requirements lowered from 1000/3000/6000 to 900/2700/5400
Scoped Rifle moving accuracy reduced from 75% to 50%
Artillery Tripwire Flares
Fixed an issue with flare duration not extending to the intended 15 seconds
Deutsches Afrikakorps
Carro, L6/40, Flakvierling Halftrack, DAK 8 rad
DAK combat light vehicles are receiving a change that allows them to gain health when they gain veterancy, allowing them additional survivability when used properly, but still vulnerable when they first arrive on the field or are rebuilt.
We want DAK to still be able to play heavy on light vehicles compared to the other factions, rather than the best option generally being massed infantry.
Veterancy 1 acceleration bonuses replaced with +40 health
Panzerpioneer Squad
Capture speed increased from 1 to 1.15
250 Mortar Halftrack
Now fires 6 incendiary shells during a barrage that scatter, dealing 30 damage on impact before causing burning damage over 10 seconds for each shell
250 Light Carrier and 250/9 Halftrack
The following change is to increase utility and survivability of the 250 as it levels up. The autocannon’s cost has also been slightly lowered to bring back some of DAK’s capability to play more heavy on light vehicles than other factions.
Veterancy 1 acceleration bonus replaced with +25% ability recharge
Veterancy 2 ability recharge replaced with +40 health
Kwk 38 Autocannon Conversion fuel cost lowered from 20 to 15
Flak 36 Anti-tank Gun Team
We are giving back range to the 88, allowing it more room to zone out enemy armor as it is one of the core end-game anti-tank units for the faction.
Range increased from 70 to 75
Now auto deploys when dropped off by the truck
Cannot be given a facing order when in AA mode
Bersaglieri Squad
The Bersaglieri squad is being adjusted to scale with other standard infantry and have slightly more offensive potential when leveling up.
Veterancy requirements from 1025/3075/6150 to 900/2700/5400
Veterancy 2 rate of fire bonus reduced from +20% to +15%
Now uses overall attack speed for rate of fire veterancy bonuses
Semovente da 75/18 Assault Gun
Now uses overall attack speed for veterancy rate of fire bonuses
Battlefield Espionage Battlegroup
Disruption Tree Changes
The right-side of the tree has been slightly adjusted, allowing a choice between an economic/efficiency upgrade against off-map abilities.
Plunder and Disruption positions exchanged in the Battlegroup tree
[img src="{STEAM_CLAN_IMAGE}/40883127/2c94f3eec17be6e68bbbacffe7fb42694a3ecc8c.png"]
250/3 Funkpanzerwagen
To simplify some of the functions of the Funkpanzerwagen, we are causing its camouflage aura to always be active as that is one of the main roles.
When a target position is selected to deploy the Goliath, the Funkpanzerwagen will spawn the Goliath at its current position and then the Goliath will drive off too the position.
Camouflage aura is always active
Results in speed reduced from 7.2 to 6.1
Sector Subterfuge Beacon
The following addition to the Subterfuge Beacon is to allow these to be planted in the backline for defensive purposes, when not placed in enemy territory.
When in a friendly sector, the territory point becomes 50% harder to capture when a Siphon Beacon is in that zone
Transfer Depot
The Transfer Depot’s power could greatly change depending on map layout. The abilities are also difficult to manage as the player needs to select the structure without any indication of its current cooldown.
To adjust the structure’s power to be consistent across all game modes and make it easier to keep track of cooldown on Transfer abilities, the following changes have been made:
Two Transfer abilities now appear on the global command bar: Fuel or Munitions
One set conversion rate: 40 fuel for 200 manpower or 80 munitions for 200 manpower
Triggering either one places both abilities on cooldown
Transfer abilities are greyed out until a Transfer Depot is placed on the appropriate point type
Command Point cost increased from 1 to 2
Plunder
Plunder’s position being shifted to the final tier allows us to grant it more power by providing resources on return.
Plunder also salvages the wreck for resources. Still cannot be used if the unit is at maximum weapon slots
Firestorm
Firestorm has been reworked to be a more traditional area-of-denial off-map, incorporating the change made to incendiary bombing runs. The previous iteration overlapped too much with Disruption that was also an area debuff.
Now deals light damage on shell detonation
Fire lasts for 30 seconds dealing 10 burn damage every 1.25 seconds to infantry and structures
No longer debuffs enemies in the flames
Munition cost increased from 100 to 120
Bug Fixes
Gameplay Infantry
Engineer Units
Fixed engineers using incorrect tools when repairing emplacements or structures
Fixed engineers getting stuck in incorrect construction/repair animations
Fixed engineers using welding animation instead of sandbag repair animation
Mortar Teams
Fixed High-Explosive Barrage ability swap causing T-posing when decrewed
Improved leIG 75mm gun aiming visuals/gun height across distances
Grenadiers
Fixed Merge ability going on cooldown when targeting full squads
Fixed Medkit ability canceling when merging into another squad
Sturmpioneers
Fixed Grenade Assault ability causing reinforced soldiers to retain grenade weapons after the ability ends
US Forces Infantry
Fixed Breach ability canceling if the breaching soldier is killed mid-animation
Italian Partisans
Fixed Saboteur timed squad ability not forcing retreat when duration expired
Fixed Partisan Garrison bonus not applying from Partisan Headquarters
Salvage
UI resources kickers for salvage have been corrected to the appropriate amount when salvage is complete.
Vehicles
Fixed vehicles driving over electric poles causing erratic behavior
Flakvierling Halftrack
Fixed Smoke Canisters ability failing to deploy while in Anti-Aircraft Mode
Sherman Whizbang
Fixed Jettison Launcher ability allowing the main gun to fire during the jettison process
Weapons & Combat
Fixed incorrect aim timing on the following units that caused them to have long delays before they fired their first shot when barraging:
M2A1 105mm Howitzer
Cannone da 105/28
BL 5.5 Artillery
GrB 39 Grenade Launcher
Maximum height angle now caps out at 45 degrees
Basic weapons no longer take priority over the GrB when firing from garrisons/vehicle holds.
Mines & Damage
Fixed engine damage logic not applying for:
M6 Mines
Teller Mines
Heavy Anti-Tank Mines
Engine damage and heavy engine damage:
Now properly applies and persists as intended
Factions & Battlegroups
US Forces
Captain Retinue – Flanking Maneuver
Bonuses no longer stack from multiple different Captains
Reapplying the buff now refreshes duration instead
M8 Greyhound
Raider ability properly continues to decapture if the unit leaves and then re-enters the capture circle
M8 Scott
Fixed Veterancy recharge bonus increased cooldowns instead of reducing them
Mortar Pit
Fixed incorrect Veterancy 2 range tooltip
M1 Anti-Tank Gun
Fixed incorrect Armor-Piercing Rounds tooltip penetration percentage
Survival Training
No longer stacks on infantry units when they are converted to Pathfinders, Artillery Observers, and Rangers
M5 3-inch Anti-tank Gun
M5 Anti-Tank Gun Barrage now deals the correct friendly fire damage to owned units
Wehrmacht
LG40 Anti-Tank Gun
Updated High-Explosive Shell ability tooltip to state 33% rather than 5%
British Forces
Australian Defense – Supply Run
Fixed inconsistent resource scaling based on distance
CMP 15cwt Anti-Air Truck
Fixed unintended movement interaction with:
Handbrake Toggle
Anti-Air Mode
Pillage
Fixed Pillage applying from kills obtained by vehicles
Deutsches Afrikakorps
Emergency Repair Kits
Now correctly applies to the 2.5 Tonne Utility Truck
Vehicle Aura Bonuses
The following bonuses now properly apply from all vehicle types (including light vehicles, recovery trucks, and utility trucks):
Combined Arms
Secure Flanks
Force Recon
A.I. Improvements
A.I. can now:
Use self-targeting abilities correctly during combat
Build structures facing the correct direction
Use proper build orders again (restored variety) for German and American factions
Avoid using ineffective grenades vs vehicles
Improved ability usage frequency (e.g., gun swapping)
Fixed A.I. not recruiting certain units (e.g., Panzergrenadiers, and Engineers)
Art, Maps, & Visual Improvements
All 2.3 maps have been reduced back to standard weighting, meaning all maps in Quick Match have the same chance to be selected
(2) Blinder Alley
Restored missing vista and improved out-of-bounds visuals
(2) Egletons
Minor territory adjustments
(4) Pisa Centrale
Fixed vehicle interaction with wired poles causing physics bugs
Corrected floating fire VFX
Improved the damage and death states of passenger train cars, so they act more like weak buildings
Adjusted several buildings to be garrisonable. These appeared healthy, but were not garrisonable
Cranes have been adjusted to have increased health and to no longer block sight
Placeholder assets have been removed from underneath the train station platforms. These assets were visible is artillery caused craters deep enough
Floating flags removed
Train track assets have been adjusted to reduce the chance of “z-fighting” which caused flickering textures
Adjusted central courtyard so that nearby buildings can cover the area equally
(4) Santuario
Wooden crates removed from the back of a flatbed truck, which caused the truck to appear to have light cover instead of heavy
(6) Sangro River Crossing
Increased space for HQ building placement
(6) Sedjenane Marshes
Removed duplicate buildings which were overlapped. This enabled opposing squads to seemingly occupy the same building
Fixed wooden planks, which could instantly kill vehicles or infantry if they collapse with units on top of them
(8) Castello Della Nebbia
Replaced a pair of trucks that were not interactive assets with versions which can be crushed and used as cover
Adjusted strategic point locations to be less aggressive. These were found to be too close to each other and it proved too easy to control both at once
Filled small holes in impass (under large rock formations), that some auto-contructed buildings could be dropped within
(8) Sousse Stronghold
Updated lighting for improved visibility.
Reduced the impass of metal rail signals from Heavy Crush to Medium Crush, to better align them with other street poles
Adjusted the sight blocking on shipping containers
Adjusted the sight blocking of tall barrel stacks
User Interface Fixes & Improvements
Improved display of large currency values for Merit and Warbonds
Improved Warbond purchase cancellation flow
Fixed incorrect cursor usage for grenade attacks
Audio Fixes & Improvements
Rebalanced Veterancy sound effects to prevent overlap with unit speech
Fixed airplane voice lines being cut off after strafing runs
Fixed speech interruption when entering buildings
Known Issues Under Investigation
The team at Relic is constantly reviewing issues reported by the community and adjusting priorities to address the most frequently occurring issues. These are some of the issues we are currently tracking for our upcoming patches. Thank you for all your submissions to help.relic.com.
A.I. does not upgrade Tiger Heavy Tank to Tiger Ace Heavy Tank
When the LG40 gets destroyed the voice over mentions the Obice
Team weapons will explode if the crew gets reduced to 1 at the same time it is towed
Flack 30 Anti Air attacking and damaging aircraft will cause infantry under the aircraft to take damage
Machine gun firing arc scope changes size between setup and completion
Basalt Grey cosmetic granting did not roll out for all units
A.I. targets enemy points that cannot be damaged with mortar barrage
Grenadier A.I. will sometimes throw a grenade at its feet when capturing a territory
Units cannot be group selected during paradrop reinforcement animation
Breach can be used on Fighting Nests and Fighting Positions
Scrollable UI components created with the SCAR function UI_AddChild are no longer able to receive mouse scroll wheel input
Camouflaged infantry will not attack enemies that are behind them
If a Paratrooper squad is hit by a stun grenade right after landing, the debuff will persist on retreat
In certain instances, infantry do not return fire against the enemy
Tourelles upgrades may not complete if the sector they were in is de-captured and only continues once the sector is recaptured
De-crewed Mortars from A.I. cannot be targeted using Attack-Ground or picked up
When 250 Light Carrier fast disembarks units and attempts to reverse, the vehicle ignores the command
M18 Hellcat Tank Destroyer missing notification and audio cue for added Heavy Machine Gun during heavy action
Tank Buster anti-Tank Grenade Assault does not always activate while under the effect of Concealment
A.I. that takes over a player who left causes Marder III M Tank Destroyer to stay in front of enemy bunkers when in combat
Allied forces crewed MG42 Machine Gun Team has VO lines changed to Wehrmacht after using White Phosphorus rounds
Completing upgrades on fighting positions or bunkers says "research complete" instead of "upgrade complete”
Player sometimes unable to start new campaign due to stall in scar initialization
Attempting the Anzio Mission as the US Special Forces/Devil's Brigade Company may not grant you the correct Support Center buildings.
When recrewing the 251 Medium Carrier with British squads in the mission the crew will be broken and appear to be floating above carrier
Certain neutral bunkers on the map will return to full health if damaged and then garrisoned
A.I. does not deploy Churchill Crocodile
King Tiger and Elephant Tank Destroyer can get trapped by player buildings
Enemy A.I. spams Retreat on units once player enters enemy HQ sector
Air Support trait sometimes does not work when unlocked through "specialization" upgrade on US Armored units
Heavy Machinegun Teams in garrisoned buildings may not always fire in certain instances
Gameplay - Wehrmacht HQ medical station upgrade is still active when HQ is destroyed
ELO changes in Match Stats screen are broken
Enemy A.I. is not picking up munition crates after using Supply Drop
Tank Busters’ Anti-tank Grenade Assault does not function on vehicles when in cover
Fire rate bonuses affect reload speed instead of fire rate on magazine-based weapons
Using abilities on bridges may cause target reticles to be misplaced and the ability to be mistargeted
Medical bunker may prevent Annihilation victory
Heavy Machineguns can get stuck when attempting to retreat from a building
A.I.-controlled Italian Partisan Underground Detonation can target and follow units
Some buildings have windows that are not used correctly by garrisoned units
A.I. does not use the Critical Location ability
A.I. does not use the No Man Left Behind left behind ability
Panzergenadier Squad - Expert level A.I. can use their Rifle Grenades even though they have not unlocked it
Attempting to stream Company of Heroes 3 via Discord may result in a black screen or “Stream is paused” instead of streaming gameplay
Units in the production queue on the Global Unit Command (GUC) will change to a different location when they are finally spawned in, rather than remaining in place of where they are on the GUC
A.I. Engineers are planting mines inside HQ territory
Unable to move camera with middle mouse button while holding Shift key
The Improved First Aid Kit tooltip on hospitals is ambiguous
There is a chance that two A.I. players can rebuild buildings on the same location despite protections to prevent overlaps
Show Unit Occlusion - Setting doesn't work when a squad garrisons a building even if it was turned on
0 health can appear on the health bar, rather than appearing as an integer/rounding upwards (for example 0.9 or below), so it appears that a unit survives at 0 health instead of being destroyed
Mods - UI_AddChild(…) causes a severe FPS drop/memory leak
The title has disappeared from the final mission in the Mission Select screen
Abilities cannot use the minimap to target territory points with caches built on them System tray search indicator only works for the first game in a session
Random Faction selection does not save and reverts to the previous selections after Quick Match
The matchmaking cancel button continues to show for a few seconds after a match is found but is no longer functional
Loiter affected areas are inaccurate on the Tactical map
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Overview
The 2.4.0 Update will be available for Company of Heroes 3 today at 10am PT and includes 4 all-new Battlegroups as part of the Dare & Destroy DLC, 4 new base army cosmetic sets, multiplayer balance changes, and several bug and gameplay fixes.
Many of the fixes and changes included in today’s update are thanks to your feedback. Please continue to share your feedback or ask the dev team questions here and report any issues to us at help.relic.com.
[dynamiclink href="https://store.steampowered.com/app/4523380/Company_of_Heroes_3_Dare__Destroy/"]
New Battlegroups
US Forces – Free French Battlegroup
Employ robust defenses and stalling tactics to subdue enemy assaults and buy time for a breakout.
Form a defensive line with French Rifle Sections, concrete Bastions and Tourelle defenses, while Railway Artillery and the venerable Char B1 Heavy Tank force a rout.
Wehrmacht – Siege Breaker Battlegroup
Mobilize siegeworks and specialist units to break enemy fortifications and create an opening for the vanguard to exploit.
Test the enemy line with additional infantry weapons and Flame Halftracks. Once a breach has been detected, crack apart even the most stubborn defensive line with Siege Specialists and the iconic Sturmtiger Heavy Tank.
British Forces – Special Service Battlegroup
Deploy elite raiding forces to deny resources and harass the enemy where least expected.
Raiding vehicles, Commandos and Snipers will ambush and whittle enemy units down, before fading away into the dust. Scorched Earth tactics will drain the enemy of their vital resources and punish every undefended hole in their frontline.
Deutsches Afrikakorps – Elite Forces Battlegroup
Develop an advanced and experienced force of infantry, aircraft and ground vehicles to outpace the enemy.
Lead a core of veteran infantry and vehicles with the Command 8Rad Armored Car, dominate the battlefield with Ace Stuka Squadrons, and deliver the killing blow with the mighty Tiger Ace Heavy Tank.
New Cosmetics
US Forces - Combat Curators
Take on the monumental task of protecting these priceless works of art with the Combat Curators legendary cosmetic set - inspired by the Monuments Men
Wehrmacht - Bush Wacker
Blend in and strike when your enemies least expect it with the Bush Wacker legendary cosmetic set
British Forces - Rainy Day in Hell
From the mud of the Italian front to squalls on the riviera your soldiers will be prepared to fight for another Rainy Day in Hell with this legendary cosmetic set
Includes pants
Deutsches Afrikakorps - Jagdkatzen
Spot your enemy, load up and hunt them down with the Jagdkatzen legendary cosmetic set
Audio
Added a new subtle sound effect when units gain Veterancy
Multiplayer Balance Changes
In update 2.4.0, we're aiming to introduce changes to address issues with anti-air, infantry combat, and the late game. Additionally, we've made improvements to snipers, off-map abilities, and heavy machineguns. The US Forces Partisans and Afrikakorps Espionage Battlegroups have also received a host of changes meant to improve their viability.
We’ve heard you on the current systemic issues causing a reliance on massed-infantry (blobbing), and we agree. Players are currently incentivized to mass units together, and there are insufficient counters to respond. We’re working on tackling this incrementally, with a series of wider changes that affect the overall game starting in update 2.5.0. For now, in 2.4.0, we’re aiming to address more isolated issues that can contribute to massing-infantry — such as infantry stutter stepping, delays in cover, and scoped rifles granting moving vision.
General
Infantry Combat
We have done some clean-up to prevent unintended gameplay outcomes between units in and out of cover. We have also adjusted suppression recovery in light cover to make it easier for heavy machineguns to pin units.
Majority of rifle weapon ready-aim times adjusted to 0.375/0.875 to limit stutter-stepping and reduce the ability for all squad members to fire
Units in cover no longer have an additional firing delay when engaging enemies directly in front of them
Light cover suppression recovery modifier reduced from 2.5 to 1
Burst weapons, like machine guns, will reset their burst after 10 seconds when not in combat to prevent cases where the unit only fires a 1-2 second burst before cycling cooldown/reloads
Snipers
We have adjusted snipers to have some interaction with cover, reducing their fire rate against units in cover, while slightly speeding up rate of fire against units in the open. This allows a player to use cover to reduce how many casualties they take but still allows the sniper to slowly pick away at units in defensive positions.
Changes to cost, survivability, and capture speed were made to help improve their general performance and value.
Manpower reduced from 340 to 320
Ready aim times for snipers now scale with cover, resulting in longer acquisition and firing times:
+50% against units in light cover
+100% against units in heavy/garrison
Ready-aim time sped up from 1.75 to 1.625
Cooldown sped up from 6.75 to 6
Reload sped up from 6.75 to 6
Fog of War reveal duration increased from 3 to 6 after firing to allow for counter sniping
Sniper capture rate increased from 1 to 1.33
Target size reduced from 1.5 to 1.33
Repairs
We have adjusted the repair system to make combat repairs more difficult, requiring a full squad to get the maximum repair rate and units that are in-combat will repair slower.
Repairs now scale with the number of squad members that are alive
Example: An Engineer Squad with 4 members repairs at the maximum rate of 8; if the unit is reduced to 1 squad member, repair speed is reduced to 2
Repairs are 75% slower if the unit was recently involved in combat; ends after 10 seconds of being out of combat.
Directional-based Airstrikes and Off-maps
Direction reticules are now directed from end-to-end, rather than from the center
Does not affect Propaganda Leaflets from the Terror Battlegroup
Airdropped Incendiary Bombs – Breakthrough & Air and Sea Battlegroups
The current incendiary bombs act more like a standard bombing run, inflicting good damage on detonation with the fire damage lasting for a short period of time. To focus these strikes on area denial, we have increased the duration of the fire and adjusted the bomb’s initial explosion damage.
Fire lasts for 30 seconds dealing 10 burn damage every 1.25 seconds to infantry and structures
Bomb damage set to 80
Deals 70% less direct hit damage to infantry
Bomb penetration set to 500
Bomb area of effect penetration set to 35
Airborne and Breakthrough Battlegroups Smoke Bombs
Arrival time sped up from 3 to 1
Bomb drop range increased from 120 to 200
Anti-Air Changes
Mobile anti-air units are having their AA range increased, allowing them to lockdown a larger area.
Fixed an issue where planes would still drop their payload on death if they made it to the target zone while crashing
Anti-Air Stance range bonus increased from x3 to 3.25
Toggle off recharge from 30 to 15
+75% traverse speed when active
Entering AA mode now also issues a stop command to prevent weapon rotation
Off-Map Artillery, Mines, and Airstrikes
Certain strikes could be too powerful against slower, larger vehicles and rear armor hits from high damaging weapon could be devastating with little counterplay as no unit had to be risked to get behind these vehicles.
Mines have also had this change applied to them as they always penetrate enemy vehicles and do not care about directional facing.
No longer able to gain bonus damage against vehicles when hitting rear armor
Recon Loiters
Planes no longer provide additional vision around themselves. Vision is only provided within the ability radius
Heavy Machineguns
The role of the Heavy Machinegun (HMG) is to quickly suppress enemies that enter their arc. However, certain HMGs failed to achieve this goal.
To improve their performance, the base suppression values are being raised, while their time to pin remains lower than that of the HMG 42 and 50cal.
MG 34 suppression increased from 0.01 to 0.011
M1919 HMG suppression increased from 0.0144 to 0.015
Vickers HMG suppression increased from 0.0144 to 0.0175
Vickers, MG 34, and M1919 HMG suppression damage against suppressed targets reduced from 0.5 to 0.4
Marder III M, 75mm Halftrack, and Archer Tank Destroyer
The following changes improve visual clarity of when these ability trigger and makes it easier for the bonus to be gained when these units are set-up ahead of time, prior to an enemy advance.
First Strike/Stabilized shot set-up time lowered from 6 to 3
First Strike/Stabilized shot now displays a status decorator when counting down
Flamethrowers
We are reducing Flamethrower DPS when they are firing on the move to reduce how powerful flamethrowers are when charging and chasing enemy units. They will still automatically hit enemies in the AOE but deliver less DPS compared to if the unit was stationary.
The damage bonus against emplacements is to make their effectiveness equal against all defensive emplacement types, not just being strong against bunkers.
Handheld flamethrower moving burst reduced from 1 to 0.5
Vehicle flamethrowers - moving burst reduced from 1 to 0.75
Deals +150% extra damage against non-bunker emplacements
Scoped Rifle Packaged - Jager, Australian, and Infantry Section
The role of this change is to make it harder to spot the defender with mobile squads, forcing them to expend flares to spot enemies prior to an attack.
+7 vision is only granted when the unit is stationary for 3 seconds
White Phosphorous and White Phosphorous Barrages
Scott and Pack Howitzer munition cost increased from 25 to 30
Damage over time no longer stacks
Infantry/Mortar/Off-Map Flares - Does not affect SLD Flares
Flare vision radius reduced from 45 to 40
Infantry squad launched flare range increased from 40 to 45
Resource Caches
Deployment changed from double-click to click-drag
Detection
Royal Engineers and US Engineers now detect nearby stealth units when equipped with the Utility Package
Unit Paradrops
Recharge time standardized to 60 across the board - Paratroopers, Anti-Tank Gun, Fallschirmjager
US Forces
Air Support Center
We have implemented a small cooldown between airstrikes. The goal is to reduce the number of off maps being dropped at once which could overload the opponent. We have also added an initial cooldown to limit how early air strikes can be requisitioned.
All attack runs start on a 60 second cooldown when the structure is complete
When an Air Support Center ability is deployed, all ASC abilities are placed on an immediate 10 second recharge time. Does not apply if the ability is already recharging and would take longer than 10 seconds to recharge
Riflemen Squad
Riflemen and Panzergrenadier Veterancy 1 damage increase abilities are gaining a small munitions cost. This will make spamming these abilities over the course of a long game have an impact on the player’s munition economy.
Pour it On 'Em now has a 15 munition cost
Recharge time reduced from 180 to 120
M4(105) Sherman Bulldozer
We are increasing the minimum damage the Dozer and Brummbar does to infantry, allowing them to deal more health damage on non-direct hits.
Area of effect far damage increased from 0.15 to 0.25
M8 Scott SPG
Experience requirements lowered from 1800/5400/10800 to 1500/4500/9000
Veterancy 1 bonus changed to 10% ability recharge
Veterancy 2 ability recharge reduced from 35% to 25%
M4A3E8 Sherman Easy Eight
Grants and E8s are having their main gun anti-infantry performance reduced to be in-line with other medium tank guns. This change is to allow anti-tank guns and infantry AT to better counter these vehicles and encourage the usage of dedicated anti-infantry tanks.
Area of effect damage reduced from 0.83/0.35/0.2 to 0.84/0.25/0.15
Scatter angle increased from 7 to 10
Distance scatter max increased from 4 to 6
Distance scatter offset from 0.33 to 0.25
Ranger Squad
We have made a few adjustments to allow Rangers to synergize with other builds and have less bleed on a player’s economy. However, we are toning back Cover to Cover significantly, removing the speed component that allowed the unit to quickly close with enemy, especially in late game scenarios where light cover was prevalent.
Reinforce cost reduced from 50 to 45
Cover to Cover no longer provides a speed bonus when leaving cover
Cover to Cover recharge sped up from 7 to 3 seconds
Can only be converted in the HQ sector
Is now trained from the HQ rather than the Barracks
Artillery Beacon
This change slightly increases the time it takes for the first shell to land.
Drop height increased from 350 to 450
Italian Partisan Battlegroup
Resistance Fighter Squad
We are giving Partisans a slight boost to their survivability and upgrade costs to encourage the anti-infantry variants of the unit.
The AT rifles had their anti-infantry damage further reduced as when combined with Disruption Fire, it allowed the unit to contest other infantry units too easily.
GRB cost reduced from 90 munitions to 80
SMG cost reduced from 50 munitions to 40
Health increased from 85 to 90
AT Rifles penalty against infantry increased from 25% to 60%
Saboteur Squad
The Saboteur Squad will now stay on the field longer, allowing more time and opportunity for the unit to be used for trap-laying, scouting, and the occasional anti-vehicle ambush.
Saboteur timed active duration increased from 80 to 120 seconds
Ability recharge reduced from 120 to 60
Call-in ability only begins recharging once the Saboteur Squad is off the field or destroyed
Underground Detonation
Spark travel speed increased from 10 to 12.5 seconds
Tunnel Medical Caches
Being an end-tier ability that competes with the Battlegroup’s primary damage dealing ability and does not have casualty recovery, this ability has been changed to provide the strongest healing rate in the game.
Healing rate increased from 3.2 to 4.8
False Orders
Radius increased from 30 to 35
Fixed an issue with False Orders debuff aura lasting only 45 of the 60 seconds
Updated reticule to display team color
Tunnels
Tunnel Infiltration cooldown sped up from 25 to 20
Infantry Tunnel build time sped up from 10 to 7 seconds
Can be cancelled for the infantry buildable variant
Wehrmacht
Pak 40 and LG 40 Ambush Camouflage
Ambush Camouflage no longer has a delay before being able to de-activate
Ambush Camouflage now triggers for all units in the selection group when the ability is toggled
HMG 42 Team
This change is meant to allow the MG 42 to better deter vehicles and combo with other units such as Grenadiers, vehicles or anti-tank guns.
White Phosphorous Rounds slow vehicles by 25% for 2 seconds on hit or deflection
White Phosphorous Rounds duration lowered from 60 to 45
Grenadier Squad
The Breakthrough Package for Grenadiers has very weak scaling, relying on the standard Grenadier veterancy for a hybrid assault unit. We have made a significant change, giving Grenadiers upgraded with the Breakthrough Package different veterancy bonuses focused on direct combat and survivability while still providing some utility support through the Panzerfaust.
Breakthrough Package
Veterancy 1: 10% harder to hit
Veterancy 2: 20% accuracy, 25% harder to hit
Veterancy 3: 20 health, 20% damage, +5 Panzerfaust range
Panzergrenadier Squad
Riflemen and Panzergrenadier Veterancy 1 damage increase abilities are gaining a small munitions cost to make spamming these abilities over the course of a long game have an impact on the player’s munition economy.
Automatic Fire now costs 15 munitions
Automatic Fire recharge time reduced from 180 to 120
Jager Squad
Jagers became very difficult to deal with as the game progressed, gaining substantial survivability bonuses on a long-range squad that did not need to close the distance and could scout positions with flares.
We are toning back some of the unit’s survivability, making the bonus lower, and arrive at Veterancy level 2, requiring Jagers to remain in cover to be most effective. The Reconnaissance Package’s cost has also been increased to reflect the buffs it has gained over several patches regarding its damage output.
Reconnaissance Package munitions cost increased from 50 to 65
Veterancy 1 harder to hit moved to Veterancy 2
Veterancy 2 rate of fire bonus moved to Veterancy 1
Veterancy 2 received accuracy reduced from 20% to 15%
Flak 30 Anti-aircraft Gun Team
Recent changes such as the removal of light cover on the crew have made the Flak 30 too vulnerable to both direct and indirect attacks that need to be positioned and set-up to function. We are improving the AA gun’s survivability and lowering the cost to enable suppression.
Health increased from 90 to 105
Suppressing Fire munition cost reduced from 25 to 15
Flakpanzer IV Wirbelwind
Veterancy 1 acceleration bonus changed to +20% rotation rate
Veterancy 3 rotation rate changed to +80 health
Marder III M Tank Destroyer
We are allowing the Marder to quickly toggle out of Sight Main Gun to help its survivability, but the player will now need to wait a moment for the bonuses to apply to prevent the unit from getting a shot in the moment the ability is trigged.
Speed has also been slightly increased to help the unit traverse the battlefield.
Speed increased from 4.6 to 4.8
Sight Main Gun can be toggled off immediately but has a 3.5 second delay before combat bonuses activate
Sight Main Gun now triggers for all units that are selected if none of the units are on cooldown
Sight Main Gun uses overall attack speed bonuses
StuG III G Assault Gun
Veterancy 3 +15% rotation rate changed to +20% weapon penetration
Panzer IV Command Tanks
Veterancy 1 bonus changed from 25% acceleration/deceleration to 25% rotation rate
Veterancy 2 35% ability recharge speed changed to +20% accuracy
Now uses overall attack speed for its veterancy 2 reload bonus
Panzer IV Medium Tank – Wehrmacht only
Following the route of Wehrmacht’s advanced infantry, we are giving veteran Panzer IVs slightly increased performance to compensate for the unit’s lack of end game offensive upgrades.
Veterancy 1 and 2 accuracy and penetration bonuses increased from 20% to 25%
Stosstruppen Squad
Stosstruppen are being adjusted, weakening their Veterancy 1 ability in exchange for having improved veterancy stats as the unit levels up. Their Veterancy 1 bonus has also been adjusted to focus on damage rather than survivability.
Fixed an issue where Veterancy 2 did not provide the correct 20%
Veterancy 1 harder to hit moved to Veterancy 2
Veterancy 2 rate of fire bonus moved to Veterancy 1
Veterancy 3 Accuracy bonus increased from 20% to 25%
Range of all grenades increased from 20 to 25
Shock Assault now increases moving accuracy by 30%, provides suppression immunity, and breaks suppression for 20 seconds. Combat bonuses removed.
Sturmpanzer IV Brummbar
We are increasing the minimum damage the Dozer and Brummbar does to infantry, allowing them to deal more health damage on non-direct hits.
Area of effect far damage increased from 0.15 to 0.2
LG 40 Anti-tank Gun
Accuracy increased from 0.075/0.045/0.04 to 0.075/0.05/0.04625
Penetration reduced from 160/120/80 to 160/100/70
HE damage distance reduced from 0.5/1.25/2 to 0.25/0.75/2
Panther Heavy Tank
The following change is meant to allow the Panther to be easier to access as in late game scenarios where manpower is a greater limiting factor than fuel.
Cost changed from 550 manpower and 100 fuel to 450 manpower and 125 fuel
Pantherturm
Weapon can now be given facing orders
Can now gain veterancy
Veterancy 1: +120 health
Veterancy 2: + 25% rate of fire and accuracy
Veterancy 3: +20% damage reduction +20% damage
British Forces
Infantry Section
The following changes are meant to reduce how powerful the Recce Package. Other units will now need to be mixed in to provide vision, and the unit cannot immediately push team weapons with the artillery barrage before the opponent can react.
Recce Package no longer provides detection bonuses
Forward Observer Artillery Barrage must now be thrown at the target position, and artillery only begins to fire once the flare has landed; affects Gurkhas as well
Humber Armored Car
Mark Area ability range increased from 45 to 50
M3 Stuart Light Tank
The following change is to slightly increase the Stuart’s reliability against infantry and improve the unit’s veterancy scaling.
Angle scatter reduced from 5.5 to 5
Distance scatter max reduced from 3.5 to 3
Veterancy 1 acceleration changed for +20% rotation rate
Veterancy 2 rotation rate bonus changed to +15% accuracy
Veterancy 3 accuracy bonus changed to +20% speed
M3 Grant Medium Tank
Grants and E8s are having their main gun anti-infantry performance reduced to be in-line with other medium tank guns. This change is to allow anti-tank guns and infantry AT to better counter these vehicles and encourage the usage of dedicated anti-infantry tanks.
The Grant is also having its base fuel cost increases to make additional tanks harder to field.
75mm area of effect adjusted from 0.75/0.3/0.15 to 0.8/0.25/0.15
75mm area of effect distances adjusted from 1/2/3 to 0.25/0.75/4.5
Scatter angle increased from 7.5 to 10
Distance scatter max increased from 5 to 6
Distance scatter ratio increased from 0.5 to 1
Fuel cost increased from 90 to 100
Unlock cost reduced from 50 to 40 fuel
Matilda Heavy Tank
Health increased from 900 to 960
17-pounder Anti-tank Gun
The 17-pounder is having its base cost reduced as the first gun is already expensive to field, requiring side-tech access.
Manpower cost from 400 to 360
Fuel cost reduced from 60 to 50
Centaur IV Medium Tank
The Centaur is having its area of effect distance increased to increase the chances of killing infantry models, rather than wounding them if the shell does not directly hit them.
Area of effect distance increased from 0.25/0.35/1.5 to 0.5/0.75/1.5
Polish Lancer Section
Damage bonus reduced from 20% to 15%
Attacking Spirit
Attacking Spirit has been adjusted, so the combat healing of the ability only happens on the trigger of the pulse, and the additional healing provided can now be interrupted by combat.
This should increase counterplay, allowing the opponent to keep units with Attacking Spirit in-combat or off capture points to prevent healing during combat.
Immediately heals 15 health on decapture when infantry enter the pulse
Heals 75 health over 45 seconds afterwards; healing is paused when in combat, but ability duration continues to tick down even when healing is paused.
Retains 2 CP cost
Australian Defense Battlegroup
Logistical Supremacy Changes
Artillery Tripwire Flares and Reinforced Resource Caches moved up to the 1st tier of Logistical Supremacy
CMP 15cwt Supply Run moved to the 2nd tier of Logistical Supremacy
[img src="{STEAM_CLAN_IMAGE}/40883127/9ec55ec2645b560da225dc912f4859915e166808.png"]
Australian Light Infantry
Australians can now repair buildings to better synergize with the defenses they can build and will be easier to gain veterancy with, matching other standard infantry squads. Moving accuracy on the Scoped Lee Enfield has been lowered, however, to make them less effective on the move.
Can now repair structures at a speed of 8 health per second
Experience requirements lowered from 1000/3000/6000 to 900/2700/5400
Scoped Rifle moving accuracy reduced from 75% to 50%
Artillery Tripwire Flares
Fixed an issue with flare duration not extending to the intended 15 seconds
Deutsches Afrikakorps
Carro, L6/40, Flakvierling Halftrack, DAK 8 rad
DAK combat light vehicles are receiving a change that allows them to gain health when they gain veterancy, allowing them additional survivability when used properly, but still vulnerable when they first arrive on the field or are rebuilt.
We want DAK to still be able to play heavy on light vehicles compared to the other factions, rather than the best option generally being massed infantry.
Veterancy 1 acceleration bonuses replaced with +40 health
Panzerpioneer Squad
Capture speed increased from 1 to 1.15
250 Mortar Halftrack
Now fires 6 incendiary shells during a barrage that scatter, dealing 30 damage on impact before causing burning damage over 10 seconds for each shell
250 Light Carrier and 250/9 Halftrack
The following change is to increase utility and survivability of the 250 as it levels up. The autocannon’s cost has also been slightly lowered to bring back some of DAK’s capability to play more heavy on light vehicles than other factions.
Veterancy 1 acceleration bonus replaced with +25% ability recharge
Veterancy 2 ability recharge replaced with +40 health
Kwk 38 Autocannon Conversion fuel cost lowered from 20 to 15
Flak 36 Anti-tank Gun Team
We are giving back range to the 88, allowing it more room to zone out enemy armor as it is one of the core end-game anti-tank units for the faction.
Range increased from 70 to 75
Now auto deploys when dropped off by the truck
Cannot be given a facing order when in AA mode
Bersaglieri Squad
The Bersaglieri squad is being adjusted to scale with other standard infantry and have slightly more offensive potential when leveling up.
Veterancy requirements from 1025/3075/6150 to 900/2700/5400
Veterancy 2 rate of fire bonus reduced from +20% to +15%
Now uses overall attack speed for rate of fire veterancy bonuses
Semovente da 75/18 Assault Gun
Now uses overall attack speed for veterancy rate of fire bonuses
Battlefield Espionage Battlegroup
Disruption Tree Changes
The right-side of the tree has been slightly adjusted, allowing a choice between an economic/efficiency upgrade against off-map abilities.
Plunder and Disruption positions exchanged in the Battlegroup tree
[img src="{STEAM_CLAN_IMAGE}/40883127/2c94f3eec17be6e68bbbacffe7fb42694a3ecc8c.png"]
250/3 Funkpanzerwagen
To simplify some of the functions of the Funkpanzerwagen, we are causing its camouflage aura to always be active as that is one of the main roles.
When a target position is selected to deploy the Goliath, the Funkpanzerwagen will spawn the Goliath at its current position and then the Goliath will drive off too the position.
Camouflage aura is always active
Results in speed reduced from 7.2 to 6.1
Sector Subterfuge Beacon
The following addition to the Subterfuge Beacon is to allow these to be planted in the backline for defensive purposes, when not placed in enemy territory.
When in a friendly sector, the territory point becomes 50% harder to capture when a Siphon Beacon is in that zone
Transfer Depot
The Transfer Depot’s power could greatly change depending on map layout. The abilities are also difficult to manage as the player needs to select the structure without any indication of its current cooldown.
To adjust the structure’s power to be consistent across all game modes and make it easier to keep track of cooldown on Transfer abilities, the following changes have been made:
Two Transfer abilities now appear on the global command bar: Fuel or Munitions
One set conversion rate: 40 fuel for 200 manpower or 80 munitions for 200 manpower
Triggering either one places both abilities on cooldown
Transfer abilities are greyed out until a Transfer Depot is placed on the appropriate point type
Command Point cost increased from 1 to 2
Plunder
Plunder’s position being shifted to the final tier allows us to grant it more power by providing resources on return.
Plunder also salvages the wreck for resources. Still cannot be used if the unit is at maximum weapon slots
Firestorm
Firestorm has been reworked to be a more traditional area-of-denial off-map, incorporating the change made to incendiary bombing runs. The previous iteration overlapped too much with Disruption that was also an area debuff.
Now deals light damage on shell detonation
Fire lasts for 30 seconds dealing 10 burn damage every 1.25 seconds to infantry and structures
No longer debuffs enemies in the flames
Munition cost increased from 100 to 120
Bug Fixes
Gameplay Infantry
Engineer Units
Fixed engineers using incorrect tools when repairing emplacements or structures
Fixed engineers getting stuck in incorrect construction/repair animations
Fixed engineers using welding animation instead of sandbag repair animation
Mortar Teams
Fixed High-Explosive Barrage ability swap causing T-posing when decrewed
Improved leIG 75mm gun aiming visuals/gun height across distances
Grenadiers
Fixed Merge ability going on cooldown when targeting full squads
Fixed Medkit ability canceling when merging into another squad
Sturmpioneers
Fixed Grenade Assault ability causing reinforced soldiers to retain grenade weapons after the ability ends
US Forces Infantry
Fixed Breach ability canceling if the breaching soldier is killed mid-animation
Italian Partisans
Fixed Saboteur timed squad ability not forcing retreat when duration expired
Fixed Partisan Garrison bonus not applying from Partisan Headquarters
Salvage
UI resources kickers for salvage have been corrected to the appropriate amount when salvage is complete.
Vehicles
Fixed vehicles driving over electric poles causing erratic behavior
Flakvierling Halftrack
Fixed Smoke Canisters ability failing to deploy while in Anti-Aircraft Mode
Sherman Whizbang
Fixed Jettison Launcher ability allowing the main gun to fire during the jettison process
Weapons & Combat
Fixed incorrect aim timing on the following units that caused them to have long delays before they fired their first shot when barraging:
M2A1 105mm Howitzer
Cannone da 105/28
BL 5.5 Artillery
GrB 39 Grenade Launcher
Maximum height angle now caps out at 45 degrees
Basic weapons no longer take priority over the GrB when firing from garrisons/vehicle holds.
Mines & Damage
Fixed engine damage logic not applying for:
M6 Mines
Teller Mines
Heavy Anti-Tank Mines
Engine damage and heavy engine damage:
Now properly applies and persists as intended
Factions & Battlegroups
US Forces
Captain Retinue – Flanking Maneuver
Bonuses no longer stack from multiple different Captains
Reapplying the buff now refreshes duration instead
M8 Greyhound
Raider ability properly continues to decapture if the unit leaves and then re-enters the capture circle
M8 Scott
Fixed Veterancy recharge bonus increased cooldowns instead of reducing them
Mortar Pit
Fixed incorrect Veterancy 2 range tooltip
M1 Anti-Tank Gun
Fixed incorrect Armor-Piercing Rounds tooltip penetration percentage
Survival Training
No longer stacks on infantry units when they are converted to Pathfinders, Artillery Observers, and Rangers
M5 3-inch Anti-tank Gun
M5 Anti-Tank Gun Barrage now deals the correct friendly fire damage to owned units
Wehrmacht
LG40 Anti-Tank Gun
Updated High-Explosive Shell ability tooltip to state 33% rather than 5%
British Forces
Australian Defense – Supply Run
Fixed inconsistent resource scaling based on distance
CMP 15cwt Anti-Air Truck
Fixed unintended movement interaction with:
Handbrake Toggle
Anti-Air Mode
Pillage
Fixed Pillage applying from kills obtained by vehicles
Deutsches Afrikakorps
Emergency Repair Kits
Now correctly applies to the 2.5 Tonne Utility Truck
Vehicle Aura Bonuses
The following bonuses now properly apply from all vehicle types (including light vehicles, recovery trucks, and utility trucks):
Combined Arms
Secure Flanks
Force Recon
A.I. Improvements
A.I. can now:
Use self-targeting abilities correctly during combat
Build structures facing the correct direction
Use proper build orders again (restored variety) for German and American factions
Avoid using ineffective grenades vs vehicles
Improved ability usage frequency (e.g., gun swapping)
Fixed A.I. not recruiting certain units (e.g., Panzergrenadiers, and Engineers)
Art, Maps, & Visual Improvements
All 2.3 maps have been reduced back to standard weighting, meaning all maps in Quick Match have the same chance to be selected
(2) Blinder Alley
Restored missing vista and improved out-of-bounds visuals
(2) Egletons
Minor territory adjustments
(4) Pisa Centrale
Fixed vehicle interaction with wired poles causing physics bugs
Corrected floating fire VFX
Improved the damage and death states of passenger train cars, so they act more like weak buildings
Adjusted several buildings to be garrisonable. These appeared healthy, but were not garrisonable
Cranes have been adjusted to have increased health and to no longer block sight
Placeholder assets have been removed from underneath the train station platforms. These assets were visible is artillery caused craters deep enough
Floating flags removed
Train track assets have been adjusted to reduce the chance of “z-fighting” which caused flickering textures
Adjusted central courtyard so that nearby buildings can cover the area equally
(4) Santuario
Wooden crates removed from the back of a flatbed truck, which caused the truck to appear to have light cover instead of heavy
(6) Sangro River Crossing
Increased space for HQ building placement
(6) Sedjenane Marshes
Removed duplicate buildings which were overlapped. This enabled opposing squads to seemingly occupy the same building
Fixed wooden planks, which could instantly kill vehicles or infantry if they collapse with units on top of them
(8) Castello Della Nebbia
Replaced a pair of trucks that were not interactive assets with versions which can be crushed and used as cover
Adjusted strategic point locations to be less aggressive. These were found to be too close to each other and it proved too easy to control both at once
Filled small holes in impass (under large rock formations), that some auto-contructed buildings could be dropped within
(8) Sousse Stronghold
Updated lighting for improved visibility.
Reduced the impass of metal rail signals from Heavy Crush to Medium Crush, to better align them with other street poles
Adjusted the sight blocking on shipping containers
Adjusted the sight blocking of tall barrel stacks
User Interface Fixes & Improvements
Improved display of large currency values for Merit and Warbonds
Improved Warbond purchase cancellation flow
Fixed incorrect cursor usage for grenade attacks
Audio Fixes & Improvements
Rebalanced Veterancy sound effects to prevent overlap with unit speech
Fixed airplane voice lines being cut off after strafing runs
Fixed speech interruption when entering buildings
Known Issues Under Investigation
The team at Relic is constantly reviewing issues reported by the community and adjusting priorities to address the most frequently occurring issues. These are some of the issues we are currently tracking for our upcoming patches. Thank you for all your submissions to help.relic.com.
A.I. does not upgrade Tiger Heavy Tank to Tiger Ace Heavy Tank
When the LG40 gets destroyed the voice over mentions the Obice
Team weapons will explode if the crew gets reduced to 1 at the same time it is towed
Flack 30 Anti Air attacking and damaging aircraft will cause infantry under the aircraft to take damage
Machine gun firing arc scope changes size between setup and completion
Basalt Grey cosmetic granting did not roll out for all units
A.I. targets enemy points that cannot be damaged with mortar barrage
Grenadier A.I. will sometimes throw a grenade at its feet when capturing a territory
Units cannot be group selected during paradrop reinforcement animation
Breach can be used on Fighting Nests and Fighting Positions
Scrollable UI components created with the SCAR function UI_AddChild are no longer able to receive mouse scroll wheel input
Camouflaged infantry will not attack enemies that are behind them
If a Paratrooper squad is hit by a stun grenade right after landing, the debuff will persist on retreat
In certain instances, infantry do not return fire against the enemy
Tourelles upgrades may not complete if the sector they were in is de-captured and only continues once the sector is recaptured
De-crewed Mortars from A.I. cannot be targeted using Attack-Ground or picked up
When 250 Light Carrier fast disembarks units and attempts to reverse, the vehicle ignores the command
M18 Hellcat Tank Destroyer missing notification and audio cue for added Heavy Machine Gun during heavy action
Tank Buster anti-Tank Grenade Assault does not always activate while under the effect of Concealment
A.I. that takes over a player who left causes Marder III M Tank Destroyer to stay in front of enemy bunkers when in combat
Allied forces crewed MG42 Machine Gun Team has VO lines changed to Wehrmacht after using White Phosphorus rounds
Completing upgrades on fighting positions or bunkers says "research complete" instead of "upgrade complete”
Player sometimes unable to start new campaign due to stall in scar initialization
Attempting the Anzio Mission as the US Special Forces/Devil's Brigade Company may not grant you the correct Support Center buildings.
When recrewing the 251 Medium Carrier with British squads in the mission the crew will be broken and appear to be floating above carrier
Certain neutral bunkers on the map will return to full health if damaged and then garrisoned
A.I. does not deploy Churchill Crocodile
King Tiger and Elephant Tank Destroyer can get trapped by player buildings
Enemy A.I. spams Retreat on units once player enters enemy HQ sector
Air Support trait sometimes does not work when unlocked through "specialization" upgrade on US Armored units
Heavy Machinegun Teams in garrisoned buildings may not always fire in certain instances
Gameplay - Wehrmacht HQ medical station upgrade is still active when HQ is destroyed
ELO changes in Match Stats screen are broken
Enemy A.I. is not picking up munition crates after using Supply Drop
Tank Busters’ Anti-tank Grenade Assault does not function on vehicles when in cover
Fire rate bonuses affect reload speed instead of fire rate on magazine-based weapons
Using abilities on bridges may cause target reticles to be misplaced and the ability to be mistargeted
Medical bunker may prevent Annihilation victory
Heavy Machineguns can get stuck when attempting to retreat from a building
A.I.-controlled Italian Partisan Underground Detonation can target and follow units
Some buildings have windows that are not used correctly by garrisoned units
A.I. does not use the Critical Location ability
A.I. does not use the No Man Left Behind left behind ability
Panzergenadier Squad - Expert level A.I. can use their Rifle Grenades even though they have not unlocked it
Attempting to stream Company of Heroes 3 via Discord may result in a black screen or “Stream is paused” instead of streaming gameplay
Units in the production queue on the Global Unit Command (GUC) will change to a different location when they are finally spawned in, rather than remaining in place of where they are on the GUC
A.I. Engineers are planting mines inside HQ territory
Unable to move camera with middle mouse button while holding Shift key
The Improved First Aid Kit tooltip on hospitals is ambiguous
There is a chance that two A.I. players can rebuild buildings on the same location despite protections to prevent overlaps
Show Unit Occlusion - Setting doesn't work when a squad garrisons a building even if it was turned on
0 health can appear on the health bar, rather than appearing as an integer/rounding upwards (for example 0.9 or below), so it appears that a unit survives at 0 health instead of being destroyed
Mods - UI_AddChild(…) causes a severe FPS drop/memory leak
The title has disappeared from the final mission in the Mission Select screen
Abilities cannot use the minimap to target territory points with caches built on them System tray search indicator only works for the first game in a session
Random Faction selection does not save and reverts to the previous selections after Quick Match
The matchmaking cancel button continues to show for a few seconds after a match is found but is no longer functional
Loiter affected areas are inaccurate on the Tactical map
[img src="{STEAM_CLAN_IMAGE}/40883127/048e988fc84b919c93d3222e3fb7c022c98bb172.png"]
Today’s Hot Fix fixes several issues related to Gameplay, Maps, and more.
These changes will likely have a higher rate of sync errors when viewing saved Replay files made after the launch of the 2.3.0 update. Thank you to everyone who has submitted feedback; you can continue reporting any additional bugs by visiting the Relic Help Portal and submitting a new request.
General
Crashing/Stability
Fixed the Italy campaign sometimes crashing during A.I.'s turn
Fixed a crash when resuming campaign mission from the main menu
US Forces
Fixed paratroops failing to recrew team weapons
Fixed an issue where the Air Support Center could affect ally munition income
Wehrmacht
Fixed an issue where the Grenadier Medical Kit failed to function
Maps
Égletons
A number of benches and crates have been adjusted away from a doorway on Égletons' West side, enabling better access. Heavy cover near the Northeast cut-off point has also been slightly adjusted, to ensure it fairly mirrors the cutoff in the Southeast
Pisa Centrale
Pisa Centrale featured station platforms that did not allow the construction of mines, tunnels, and other defenses. This has been fixed. Impass has also been added to inaccessible ruins, to prevent paradropped units from becoming trapped within them
UI/UX
Fixed an issue with Asian fonts being rendered incorrectly
[img src="{STEAM_CLAN_IMAGE}/40883127/0594619eb8cc7a622f9235347ca9b83a93bba7e5.png"]
Overview
[p align="start"]The Topaz Rhino (2.3.0) update will be available for Company of Heroes 3 today and includes new maps, a refreshed main menu, loadout, and store experience, quality of life updates, bug fixes, and multiplayer balance changes. We are also excited to introduce four new cosmetic Ultimate Sets.Many of the fixes and changes included in today’s update are thanks to your feedback, so please continue to report any issues to us at help.relic.com.
Gameplay, UI, and Systems
General UI & Menu Updates
Refreshed the Main Menu
Replaced the Store with a new layout highlighting Battlegroups and cosmetics
The Loadout menu has been updated with a 3D showcase view of units and new 2D cosmetic swatches
Player profile customization moved into the profile screen
Expanded the Resume feature to include Multiplayer modes
Made confirmation popups cancellable with Escape
Multiple general tooltip fixes across the game
Fixed cases where community map contributor names were not being cut off correctly
Updated 9 commonly used icons
Updated 42 multiplayer icons
Updated the surface reflection for certain UI and Menu assets
Matchmaking, Lobbies, & Friends List
Swapping slots with an A.I. player no longer resets A.I. difficulty to Easy
Fixed Steam friends not appearing in “Online Steam Friends” if not added in the game itself
A.I. Takeover difficulty changed from Normal → Hard (Hard has no negative or positive modifiers and is the most “fair”)
Maps
New Maps added to all modes
Égletons - (1vs1)
Community map makers DutchToast and FoolishViceroy have lovingly restored this Company of Heroes 1 classic map. Featuring a beautiful urban commune, overlooked by a huge, exposed hilltop, players will be hard-pressed to spread their attention across the entire frontline. This map features a wide variety of gameplay elements, including garrisons, exposed roads and dominating hilltops; flexible strategies will win the day.
Once a quiet town nestled among the hills, Égletons now stands at the crossroads of war. Its towering buildings and commanding heights define its strategic value, but its control is defined by the winding supply routes in the valleys below.
Classic Company of Heroes community map, originally created by Cam51.
Pisa Centrale - (2vs2)
The marshalling yard of Pisa was heavily bombed during 1943. Take command of the Allied forces seeking to liberate it on the ground, or the Axis forces vying to defend its ruins. This map features a vast, open railyard with exceptional sight lines, with ruined urban and industrial complexes on either side. Decide where is most valuable and lock it down - your forces will be spread too thin to hold it all.
“Our Operations Officer sat us all down before we took Pisa. The whole city had been bombed a year earlier, in ’43 – flattened. We were about to shell what remained to dust before marching back in. “Don’t expect a parade”, he’d said.”
Once a vital rail hub in Tuscany, Pisa’s marshalling yard became a key target for Allied air raids as forces pushed North. Bombed rail lines, shattered warehouses, and ruined streets now form a scarred battlefield.
Sedjenane Marshes - (3vs3)
Steaming cork marshes spread as far as the eye can see in this dense, tropical wilderness. Players will be able to cling to the foliage for cover, or risk the industrial complex buried at its heart, but nothing lasts forever; artillery and vehicles will clear the forests away quickly, leaving the marshes as an exposed and dangerous battlefield to contest.
The wet, damp cork forests of Sedjenane were in stark contrast to the images British and American troops had been shown of North Africa. This vital strip of railway, connecting Mateur to Bizerte and then to Tunis, saw four months of combat.
British and German paratroopers, both operating in ground combat roles, clashed for the first time in this humid swampland, earning the British the moniker “Red Devils”.
Castello della Nebbia - (4vs4)
Our third-place winner from 2025's Map Making Competition has finally arrived! Created by TheSphinx, this vast, autumnal landscape has much to offer: quarries, hilltop ruins, and forests aplenty. With three large areas to fight over, players will need to cover more than just their own lane - teams that can communicate and share the burden will prevail.
The Gothic line was broken. As Axis forces began their retreat in Italy’s northernmost mountains, the Allied advance stalled. Since resources were now being stretched thin across multiple Allied zones in Western Europe, the “soft underbelly” of Italy hardened with stagnation.
With heavy rains and snow scheduled, both forces hunkered down and braced for what was to become a brutal final Winter in Italy.
Map Quality of Life Improvements
We have been collecting feedback from our Official Discord and making changes where we felt they were most needed. Thanks again to our dedicated community for all feedback provided; please do not hesitate to leave any further feedback or issues on our maps.
Unearthed a number of hidden cover objects in Campbell's Convoy and Gardens multiplayer maps. These buried objects were intercepting thrown grenades, causing them to fail to reach their target
Fixed a pathfinding issue that caused vehicles to slide sideways
Fixed a bug that caused vehicles to be stuck in uninterruptible trench crossing mode for longer than necessary
Improved vehicle path planning around trenches
(2) Road to Tunis - Improved pathfinding near the Western +10 Fuel point, where squad-splitting was common. Also created a small infantry-only path near one of the central buildings, to better enable units to retreat directly back to their HQ - previously units would be forced to run towards the enemy due to a nearby wall
(2) Taranto Coastline - Western HQ area has been slightly adjusted to provide more space for construction. It was previously possible for British players to run out of space if their production buildings were poorly aligned
(2) Tuscan Vineyards - Adjusted the Northernmost +5 Fuel point to be closer to the opposing player's stone wall. Units in cover against this stone wall should have vision of the entire capture area. This now mirrors the cover and vision provided by the +5 Fuel point on the opposite side of the map
(4) Alamein - The atmosphere transition added in a previous update was unintentionally causing the sun to arc 150 degrees instead of the intended 30 degrees (which was causing the light level to increase dramatically and decrease again by late-game). The new transition will be slow, gradual and the map will only increase in brightness
(4) Santuario - Removed a wooden fence near the Northern supply area. This fence was preventing units from using heavy cover nearby and was causing cover to be unbalanced in this area
(4) Operation Eindhoven - This map featured four "safe" Fuel points, which were difficult to take away from the enemy once they were captured in the early game. This prevented Fuel income from changing much during most matches. One of the safe +5 Fuel points for each team has been swapped into unsafe positions, replacing +5 Munitions points. This should enable players to be more aggressive on this map, and provide more varied Fuel income
(4) Elst Outskirts - Created a hole in the wall near the Southeastern +10 Fuel, to better enable the defending player to reach it. Comparatively, the Northwestern +10 point has been moved slightly to better balance the time for each defender to reach these points. Also added additional cover to a warehouse building, helping force units to use the safest door available to them. A large wooden fence has also been removed near the Western +10 Fuel point and replaced with a permanent, light-cover ditch to improve pathfinding and late-game cover in this location
(4) Semois - Added additional map entry points behind the player's HQs. This will improve the arrival time for units deployed via Battlegroups
(6) Catania Crossing - Removed a rock that was tall enough to block sight and shots, but was blocking neither
(8) Powderkeg - Adjusted the position of two civilians, who were leaving impasse after they retreated. This was creating significant cover issues near the map center and was preventing large squads from taking cover in some cases
(8) Sousse Stronghold - Updated map lighting for better unit visibility (especially at night)
(8) Winter Line - Removed several hidden blockers that were preventing units from seeing each other
Cosmetics
NOTE: Thank you everyone for your patience as we rolled out the changes to the Loadout, Store, and Cosmetic sets. For any players that only had a few items from a given set, you should now have all items that make up its themed Ultimate Set (excluding Night Fighters and Devil's Brigade).
In total, today we granted 5,000,000 cosmetic items! Thanks again for your patience and we hope you enjoy the update.
New Cosmetic Content
US Forces Sand and Sky Ultimate Set
Wehrmacht Hinterhalt Elite Ultimate Set
British Forces Desert Defenders Ultimate Set
Deutsches Afrikakorps Stalkers Ultimate Set
Corresponding Resource Point cosmetic sets for all four factions
Cosmetic Fixes
Missing icon for the British Forces Bishop Night Fighters
Fixed camo issues for:
Wirbelwind side skirts
Wehrmacht HQ Night Fighter upgrade
US Forces M8 Greyhound side skirts
Wehrmacht Scout Car antenna
Added infantry & team weapon cosmetics to US Forces Board Room and British Forces Nature’s Vanguard sets
Rare sets now correctly applied to all units across factions
Units, Abilities & Combat Fixes
General Unit Behavior
Fixed engineers sometimes losing their weapon and getting stuck with their construction tools when building emplacements
Infantry in vehicle holds now correctly swap firing positions
Vehicles no longer stuck in trench‑crossing mode
Vehicles no longer rotate toward edge‑of‑vision units unnecessarily
Team weapons no longer tear down mid‑attack when switching targets improperly during attack move commands
Goliaths now grant a small amount of experience to their attacker when destroyed
Doors on buildings now close properly after unloading
Infantry flamethrowers now deal consistent bonus damage to units behind cover
A.I. Improvements
We have implemented several changes to computer controlled A.I. unit behavior to make them more consistent, believable, and deadly. These changes will affect Campaign Skirmishes, Solo and Co-op vs A.I., and any multiplayer or custom game.
Artillery and Anti-Tank Guns
A.I. will now consistently target appropriate units for these two unit types
Anti-tank guns will be less likely to idle near owned capture points and instead actively target vehicles when possible
Mortars and Anti-tank guns will retreat when targeted by infantry significantly earlier than before
Anti-tank guns will retreat when they have no appropriate targets and are under fire
Anti-tank guns will prefer structure targets over infantry targets
Infantry Combat
Infantry will avoid moving actively during combat unless designated to advance or fallback
Infantry will more often focus fire instead of looking for cover when too close to a target
Grenade avoidance is more likely
Increased Squad Ability Usage
Garrison behaviors improved - units are more likely to garrison and stay garrisoned under the right conditions
Vehicle Combat
Casemate vehicles are less likely to kite during combat
Casemate vehicles are less likely to change targets during combat to avoid the need to turn as much as possible
Increased Vehicle Ability Usage
Team Weapon Combat
Resiege bug when arriving in combat resolved
A.I. will no longer view un-setup team weapons as threats when determining likelihood to win a fight or areas to avoid combat
Team weapons will retreat earlier in combat when flanked if they do not have valid targets
A.I. will more effectively flank setup team weapons and will focus fire instead of searching for cover after completing a flank
General A.I. Improvements
Tank Riding bugs resolved – A.I. will no longer get stuck at their destination when no threats are present while tank riding
Recrew behaviors improved – A.I. is more likely to recrew dropped team weapons and recrew with larger groups of units
Capture Patterns changed – A.I. is more likely to stay in its lane when capturing in team games
Added new harassment behavior for light armor - this gives early vehicles like the Dingo targets for the A.I. that do not involve assisting other allied Infantry
A.I. Takeover difficulty switched from Normal -> Hard
Hard A.I. has no positive or negative resource/health modifiers – so it is now the most “fair” difficulty
Abilities launched by the A.I. no longer have heat seeking properties in most cases
Multiplayer Balance Changes
Fireside Chat with the Balance Team
General
Victory Points
Victory Point matches have been extended (though will still be faster than matches in CoH2), increasing overall game length and allowing for more strategic gameplay – this should reduce the impact of snowball and tempo strategies, while improving late game build variety – providing more opportunities for heavy tanks to make an impact – and increasing the chance for comebacks
To increase game length, we are experimenting with increasing the total number of Victory Points each team has to make controlling Victory Points in the early game important
Quick Match Victory Points amount increased from 500 to 575
Hidden Demolition Charges
We wanted to give more counterplay against these powerful traps that could often immediately destroy individual squads without warning, while still allowing them to differ from the standard demolition charge.
Gives a Grenade warning to infantry within a 20-meter radius
Gives an event cue when triggered but cannot be camera panned by clicking/hot keying to the event
Hidden Demolition charges have a 3.5 second detonation time before triggering
Hidden Demolition charge cost reduced from 75 to 50
Anti-air Changes
Anti-aircraft units have been difficult to balance, which has resulted in many plane-based abilities being ineffective. Due to how the system functions, anti-aircraft units need to be capable of quickly intercepting aircraft to prevent their payloads from being dropped, but it created situations where AA could completely lock out sections of the map by being in the area.
We are making significant changes to how mobile anti-aircraft units function, requiring players to micro their anti-aircraft units and give the opponent greater counterplay opportunities in disabling anti-air units for a short period of time.
Anti-air Stance causes units under the effect to be unable to move and fire on ground targets
Units cannot use attack ground commands while Anti-air Stance is active
Anti-air Stance increases anti-aircraft range by x3 when active
Anti-air weapon default anti-aircraft range reduced from x6 to x2 across all mobile anti-aircraft weapons
Ability cannot be toggled off for 5 seconds once triggered. 30 second recharge when toggled off
2cm Anti-Aircraft Gun and Flak 88mm cannot use veteran abilities while this mode is active
Anti-air emplacements have x6 range against aircraft by default, but lose the Anti-air Stance ability
Detectors
Detector units were ineffective, often being unable to find camouflaged units before they were fired upon or hit by certain abilities. Furthermore, most units re-camouflage too quickly after leaving detection range. To address this issue, detection range will now match the standard engagement range of infantry.
For the Axis factions, detectors were also too plentiful, being on starting engineering units that were cheap to field. Players will now need to upgrade their Pioneers with sweeper packages before they can act as a detector unit.
Pioneers no longer have detection by default. Hazard Removal Package provides detection to the unit
Panzerpioneers no longer have detection by default. Advanced Repair Kit provides detection to the unit
Base detection range set to 35 for existing detector units
Recce Package detection range increased to 35
Units detected by detectors remain revealed for 10 seconds
Units that are upgraded gain the Detector tag on their unit selection card
Salvage
We are significantly increasing the time it takes to salvage wrecks and reducing the rewards given to the player as salvage could be too effective in mid-late game scenarios where there were many wrecks laying around.
Salvage rate changed from 15 to 8
Light vehicle wrecks require 13.75 seconds to salvage, medium wrecks need 27.5 seconds
Rate of return lowered: manpower reduced from 30% to 25%, fuel reduced from 25% to 20%
Towed Heavy Anti-tank Guns - 17-pounder, M5 3-inch, Flak 36
Towed anti-tank guns are too mobile and effective. These long-range, high damage units are able to quickly set-up and engage targets while being difficult to take out as they could be re-attached to their truck once teardown was completed and were hard to outmaneuver with their fast rotation rates. We are making a large number of changes to make these weapons less efficient and more difficult to reposition when outmaneuvered.
We have also lowered the range on the non-Battlegroup version of these units, making them easier to avoid and reducing how far these units can hit vehicles from off-screen.
Rotation rate lowered from 100 to 55 for all heavy guns
Set up time increased from 2 to 3
Teardown time increased from 1.75 to 2.25
Flak 36 now requires both a set-up and teardown time
Cost increased to 400 manpower and 60 fuel
No longer provides heavy cover
Range reduced from 75 to 70 for the Flak 36
Range reduced from 80 to 75 for the 17-pounder
Heavy Tank Cost Reduction
We are further increasing the cost discount provided by tech for heavy tanks. Combined with the increase in victory points, this change should improve their usage, especially in team games.
Heavy tank cost reduction increased from 20 to 25%
Light Artillery - Pack Howitzer, le.IG 18
We are increasing the minimum angle and lowering the projectile speed of light artillery units to make it easier to avoid their projectiles. This will make these units less oppressive with a focus on reducing their projectile speeds when there is a clear line of fire to the target.
Projectile speed reduced from 65 to 55
Projectile minimum low angle increased from 5 to 15
GrB 39 Grenade Launcher
We are reducing the damage output of the grenade launcher to make these weapons less oppressive against units in cover as the grenade launcher allows the user to remain at a safe distance compared to flamethrowers.
No longer deals bonus damage to units in light or heavy cover
Bonus damage against units in garrisons reduced from 50% to 33%
Area of effect near damage reduced from 100% to 75%
Area of effect near distance reduced from 50% to 15%
Halftrack Recrew Team Weapon
Cannot be used if the unit is in combat
Grenades
We are improving the damage drop-off of basic Axis grenades to be more in-line with other throwables, while still retaining a lower kill radius and higher cost. Rifle grenades have also had their minimum range slightly increased to make it harder to use at close range.
Panzergrenadier, Fallschirmjager, Kriegsmarine and Grenadier Stick grenades far distance increased from 1.5 to 3
Rifle grenade minimum range increased from 12.5 to 15
Satchel Charges - Fallschirmpioneers and Paratroopers
As a measure to prevent paradropped units from immediately neutralizing static structures, satchels will now start on a cooldown when the unit is dropped in.
Satchel Charges start on cooldown when the unit is deployed
US Forces
Survival Training
The recent changes made to the US economy allows us to reduce the costs of certain Infantry Support Center upgrades that are now too costly overall.
Fuel cost reduced from 60 to 40
Advanced Logistics
Fuel cost lowered from 70 to 60
Air Support Center
We want the Air Support Center to be able to impact a player’s forces in some way that is not reliant on usage of the airstrike abilities. To facilitate this, the structure will now increase munitions income by a small amount.
Grants +5 passive munitions income to the player after the structure is fully constructed.
M1 57mm Anti-tank Gun Team
The veterancy abilities of the US anti-tank gun have been reworked with Brace being replaced by Quick Adjust, an ability focused on mobility, while Focused Vision has been returned to a timed ability with greater vision being provided.
Brace replaced with Quick Adjust - Grants +30% teardown speed and +50% rotation rate for 10 seconds
Focused Vision changed back to a timed ability - Grants + 25 vision range and narrows vision drastically on the sides by 87.5% for 15 seconds. Can be triggered even if the weapon is not set-up, but vision changes only occur when set-up
M4A1 Sherman Medium Tank
Keep Them Firing speed! debuff lowered from 33% to 15%
M18 Hellcat Tank Destroyer
To make the M18 Hellcat more potent as a tank destroyer without directly increasing its firepower, we are allowing the unit to have 50 range if it remains stationary after a delay. This allows the Hellcat to be stronger for defense or when combined with spotters, while preventing it from becoming oppressive through its speed and mobility if it had the increased range by default.
Manpower cost reduced from 320 to 300
Fuel cost increased from 70 to 80
Open-Topped grants +5 range. Activates after 3 seconds when stationary. Vision bonus removed
Shoot and Scoot grants +25% rotation rate in addition to current bonuses
Shoot and Scoot only triggers once the Open-Topped effect is in effect
Pathfinders and Artillery Observers Squads
Changes made through recent patches have made the Scout variants fall out of favor, with the units being weaker and the Axis early game becoming stronger. We are pulling back some of the nerfs made to these units.
Reinforce time reduced from 7.5 to 6
Reinforce cost reduced from 32 to 28
Build time reduced from 33 to 30
Experience requirements reduced from 950/2850/5700 to 900/2700/5400
Armored Battlegroup
Fast Deploy
Command Point cost increased from 1 to 2
Special Operations Battlegroup
M4A1 Sherman Whizbang
The following change is meant to make the M4A1 Sherman Whizbang more vulnerable when attacked by enemy units and reduce its general mobility on the battlefield.
Now has a 10 second delay before the unit will jettison its launcher once the ability has been triggered - Whizbang cannot barrage when jettisoning the launcher
Speed reduced from 5.5 to 4.25
Advanced Infantry Battlegroup
M2A1 105mm Howitzer Emplacement
A number of emplaced artillery units are having their damage penalty against defensive structures removed as their scatter at long-range made them unreliable and they were unable to move forward to get more accurate hits.
The US 105mm is also gaining improvements to its area of effect damage and scatter to make it a more reliable artillery piece, while reducing the potency of its more powerful abilities.
Artillery Support bonuses changed from +40% speed, 50% reduced suppression and 20% harder to hit for 45 seconds to 15% speed and 15% harder to hit for 45 seconds
No longer has damage penalties against bunkers or emplacements; Artillery Resistance passive still applies normally
Area of effect distance increased from 1/1.5/6 to 1/2/7
Area of effect far damage increased from 15% to 20%
Angle scatter tightened from 7.5 to 6.5
Auto-fire reload increased from 3.25 to 5.25
Auto-fire angle scatter increased from 4 to 8.5
Heavy Weapons Battlegroup
Halftrack Strong Points
Aura radius increased from 20 to 25
Vision bonus increased from 5 to 10
Italian Partisan Battlegroup
Resistance Fighters
Beretta SMG near accuracy increased from 0.61 to 0.64
Wehrmacht
221 Armored Car
The Wehrmacht’s light vehicles experience requirements were too low, allowing them to gain veterancy quickly. This change brings them in-line with units of their combat performance.
Experience requirements increased from 800/2400/4800 to 900/2700/5400
251 Armored Personnel Carrier and Variants
Experience requirements increased from 600/1800/3600 to 900/2700/5400
StuG III G Assault Gun
The following change is meant to increase the lethality of the Point-Blank Blast ability, at the cost of a shorter duration.
Point-Blank blast reload sped up from 4/4 to 2/2.4
Point-Blank blast duration reduced from 20 to 15
Sturmpanzer IV Brummbar
This will slightly slow down the projectile of the Brummbar to be on-par with the Centaur and the Sherman Dozer as the current projectile is too fast and is incapable of being dodged by infantry.
Brummbar projectile low non-collide angle has been increased from -90 to 10
Nebelwerfer 42
The High-Explosive Barrage has had its damage drop-off increased to make near direct hits more lethal as the ability was a little weak despite its munitions cost.
High-explosive area of effect distance increased from 0/1.75/6 to 0.5/2/6
Breakthrough Battlegroup
Rapid Production
Command Point cost increased from 1 to 2
Blitzkrieg
This change is meant to reduce the survivability of vehicles under this effect, with players needing to focus on using the speed and rotation bonus to avoid enemies, rather than having a chance for enemy rounds to miss.
Received accuracy bonus removed for 25% rotation rate
Mechanized Battlegroup
Panther Heavy Tank
The large number of call-ins within Mechanized allows the player to maintain pressure on the opponent and have all the tools they need to counter the opponent without tech. For this reason, the Panther is becoming a dedicated production unit, requiring players to tech to get mobile anti-tank options.
Call-in variant of the ability removed
Stosstruppen StG Package
Munition cost reduced to 0
Italian Coastal Battlegroup
Coastal Reserves
With the recent changes to casualty collection, Coastals could recover too much manpower over the course of the game. To address this issue, we have increased the time it takes to trigger Reserve Pool and slightly increased their manpower cost.
Reserve Pool time to generate reinforcements increased from 40 to 60
Manpower cost increased from 240 to 260
Bulwark
Bulwark could make bunkers too difficult to destroy if constant pressure was not applied, especially with dedicated artillery units that needed to recharge after barrages. To address this issue, we are increasing the delay before healing occurs and the rate that health is restored.
Now requires the bunker to be out of combat for 10 seconds before healing occurs
Healing rate reduced from 4 to 3 health per second
Obice 210 da 210/22
No longer has penalties against emplacements and bunkers; Artillery Resistance passive still applies normally
Terror Battlegroup
Jericho Trumpets
Speed debuff reduced from 35% to 25%
Terror Propaganda Warfare
Munition cost decreased from 110 to 100
Last Stand Battlegroup
Sturmpioneer Squad
Population increased from 5 to 6
Manpower cost increased from 200 to 210
Manpower conversion upgrade cost increased from 75 to 85
Pantherturm Emplacement
Manpower cost reduced from 240 to 200
Scavenge Doctrine
Scavenge Crate buff duration increased from 15 to 25
British Forces
Company Command Post Refit and Rearm
Changes have been made to Refitting British vehicles, preventing players from retiring light vehicles and then deploying a tank immediately afterwards. We have also reduced the amount of resources refunded by the truck that spawns with the 17-pounder to make refitting it much less efficient.
No longer can be used on light vehicles
Recharge time decreased from 120 to 60 seconds
17-pounder CWT Truck
Can now only be refunded for 100 manpower and 10 fuel unless upgraded to a variant
Has no canvas on the back to differentiate itself from the standard CWT truck
Infantry Section
Bren Light Machine Gun munition cost reduced from 100 to 90
Bishop
We have reworked the Direct-Fire ability to be a shorter-range barrage ability that can quickly fire a small series of shells at the target position but has a high likelihood to collide with intervening obstacles.
Direct-Fire reworked: Now targets a position and quickly fires a 3-shell barrage at a low arc at the target zone. More likely to collide with obstacles and has 50% less barrage range but has much faster shell speed and better scatter accuracy. Costs 35 munitions.
M3 Grant Medium Tank
We are slightly toning down the amount of firepower of the Grant’s Veterancy 1 ability due to the extreme power it gives this unit.
Steady Assault reload bonus changed from 50% to 30%
Steady Assault now uses Overall Attack speed
BL 5.5 Artillery Emplacement
Area of effect distance mid increased from 3 to 3.25
Area of effect mid damage increased from 30% to 35%
No longer has damage penalties against bunkers or emplacements; Artillery Resistance passive still applies normally
Perimeter Monitor
Perimeter Monitor has been updated to be more responsive in its tracking, dropping shorter, but faster barrages on the target, allowing the ability to keep pressure on the enemy within vision range.
Munition cost reduced from 225 to 200
Artillery batteries that track during the overwatch are now staggered:
Artillery 1: No delay
Artillery 2: 1.5 second delay
Artillery 3: 3 second delay
Delay between barrages reduced from 4 to 1.6725
Rate of Fire increased significantly:
Non-upgraded version sped up from 4 to 3.25
Saturation Barrage sped up to around 1.75
Shell count reduced:
Non-upgraded version lowered from 3 to 2
Saturation Barrage version lowered from 4 to 3
Canadian Shock Battlegroup
Burnout
Munition cost reduced from 70 to 60
PIAT
Critical Shot Ability range increased from 20 to 25
Now deals x2 damage to destructible obstacles
Attacking Spirit
Attacking Spirit is having its Command Point cost increased to make the ability less impactful in the early game where early healing can allow a player to snowball their advantage.
Command Point cost increased from 1 to 2
Demolition Engineers
Command Point cost reduced from 3 to 2
Churchill Crocodile Heavy Tank
The following change makes it harder to stall for the Crocodile in smaller game modes, following the same rule as other heavy tanks due to its strong anti-infantry performance and ability to ward away lighter vehicles.
Cost increased from 600/180 to 780/210
Now benefits from the heavy tank discount once the final production structure is built
Polish Cavalry Battlegroup
Recon Mission
Cooldown increased from 60 seconds to 120 seconds
Sherman VC Firefly Tank Destroyer
To emphasize the Firefly’s role as a premium tank destroyer, we are increasing its weapon range, while maintaining the unit’s slow rate of fire and poor movement speed.
Range increased from 45 to 50
Armor-Piercing Discarding Round ability range increased from 50 to 55
Land Mattress Team
Fuel cost reduced from 50 to 40
Australian Defense Battlegroup
Over Repair
Set-up time reduced from 20 to 15 seconds
Air and Sea Battlegroup
Commandos
Near accuracy increased from 0.55 to 0.58
Deutches Afrikakorps
Emergency Repair Kits
The first vehicle health upgrade in the Armory was too powerful due to its impact on breakpoints and relatively low cost. This led to the upgrade having a high pick rate over the options.
To create a better gameplay experience, health is now exclusive to a final tier Armory upgrade focusing on the upgrade’s role as an auto-repair tool that reduces the downtime of infantry.
No longer increases health
Repair rate increased from 6 to 8
2.5 Tonne Truck and Medical Variant
The bonus provided by Field Supplies made massed Afrikakorps infantry too powerful. We have reworked the ability to focus on battlefield sustainment and independence from vehicles, rather than combat power.
With the removal of health bonuses from Emergency Repair Kits and the adjustment made to Field Supplies, we increased the health of the medical variant for increased durability.
Field Supplies Veterancy 1 ability changed to allow healing and Combined Arms when the unit enters/leaves the truck's aura. Lasts for 60-seconds once the unit leaves the aura. Other bonuses removed. Healing is paused while the unit is in combat. Combined Arms bonus only applies to units that can receive the bonus.
Experience requirements reduced from 1000/3000/6000 to 750/2250/4500
Health increased from 160 to 200 for the medical variant
250/9 Halftrack
The 250/9 will now require fuel, rather than munitions. This change is meant to delay tech and vehicle timings, slowing down how quickly the Afrikakorps can build a large number of armored vehicles that were difficult for early game infantry to deal with.
Upgrade cost changed from 60 munitions to 20 fuel
Flakvierling Halftrack
The following change is meant to reduce the raw effectiveness of the flak halftrack against units in cover as its previous set-up allowed it to always land hits on larger squads.
While still capable of suppressing units in heavy cover, infantry will be able to stall out in heavy cover for a significantly longer period of time without taking extreme amounts of damage based on their squad size.
Accuracy increased from 0.44/0.42/0.36 to 0.68/0.62/0.58
Incremental accuracy removed
Angle scatter increased from 3 to 6.5
Panzer Armee Kommand
With the recent changes to the Armory, the Afrikakorps had a too much manpower compared to the other factions. To delay their transition to late game vehicles, the manpower cost has been increased on their final tech structure.
Manpower cost increased from 200 to 300
8Rad Armored Car
The 8rad is ineffective against infantry at long-range, despite being a dedicated specialist that is lightly armored and has to compete with the Flakvierling or the StuG D. To address this issue, we are giving back its long-range firepower on the autocannon, allowing it to be lethal at maximum range while overall damage-per-second remains the same at and below 35 meters.
Autocannon far accuracy increased from 0.18 to 0.36
Coaxial machine gun far accuracy reduced from 0.52 to 0.37
StuG III G and D Assault Guns
Experience requirements set to 1300/3900/7800
Italian Combined Arms Battlegroup
Semovente da 75/18 Assault Gun
The following change to the Semovente will allow the unit to arrive earlier onto the battlefield without needing to sacrifice the upgrades required for Bersaglieri to function in mid to late game scenarios.
Rotation rate increased from 35 to 40
Is now constructed from the HQ after Fire Support Elements or the Mechanized Kompanie are constructed/researched
Experience requirements reduced from 1800/5400/10800 to 1300/3900/7800
Command Point cost reduced from 3 to 1
Carro Armato M13/40 Light Tank
Armor-Piercing Round munition cost reduced from 45 to 35
Command Point requirement increased from 1 to 3
Italian Combined Arms Strafing Run
Command Point requirement increased from 1 to 3
Italian Infantry Battlegroup
L6/40 Light Tank
We are increasing the L6’s effectiveness and lowering its cost to bring it in-line with its current performance. The L6’s autocannon will still be primarily an anti-vehicle unit with the flamethrower being the primary option against infantry.
Fuel cost reduced from 40 to 35
Autocannon wind-down reduced from 0.375 to 0.125
Reload sped up from 2.8/3.1 to 1.75/2
Rounds before requiring a reload decreased from 12 to 8
Cannone da 105/28 Howitzer
Because of the towed nature of the Cannone, it is difficult to destroy and able to pressure base sectors on smaller maps due to its range. To retain its range as an artillery piece, we are removing its ability to barrage from the base sector and weakening some of its auto-fire capability to be less oppressive.
Auto-fire ready aim time increased from 1 to 1.5/1.75
Auto-fire reload increased from 8.75 to 10.75
Auto-fire angle scatter increased from 6 to 8.5
Can no longer barrage if the unit is in the HQ sector
Setup time increased from 1.5 to 2
Teardown time increased from 1.5 to 2.25
Rotation rate reduced from 100 to 50
No longer provides heavy cover
Panzerjager Kommand Battlegroup
Butterfly Bomb Drop
This change allows units to attack the butterfly bombs sooner after they reach the ground.
Landing sequence from 4 to 0
Delay before the mine activates and cloaks from 3.5 to 7.5 seconds
Armored Support Battlegroup
Veteran Gunners
This change is meant to tone down some of the passive power of this early game pick.
Penetration bonus reduced from 30% to 20%
Panzer IV Command Tank
Fuel cost reduced from 90 to 80
Kriegsmarine Battlegroup
Hardpoint
This lowers the anti-air damage of the Hardpoint due to its current cost effectiveness whereas other AA emplacements require manpower and fuel.
Flak anti-air damage reduced from +300% to +100%
Fritz X Guided Bomb
Initial speed duration increased by 1 second
2nd speed duration reduced by 0.5
Munition cost decreased from 175 to 150
Bug Fixes
Abilities
No Man Left Behind cannot trigger during Range‑In
Spy Network is only castable within an active structure providing Tunnel Influence; previously you could trigger the ability, but then lose the vision as the influence was not yet active during Tunnel construction
Burnout ability no longer targetable through Fog of War
Fixed an issue where Crew Shock Tactics could affect infantry
Captain’s Flanking Maneuver now properly applies to certain units that could camouflage
Several abilities no longer trigger placed mines inappropriately
Field Supplies aura reticule no longer flickers when in combat
Flare duration corrected to 15 seconds
Auto-built Field Infirmaries and caches from Air and Sea can now be built on Mechanized Support Center‑marked points
Multiple rifle grenade muzzle FX and trails restored
Artillery, Anti-Tank Guns & Team Weapons
Land Mattress rate‑of‑fire modifiers now properly applied
M5 3-Inch Anti-Tank Gun veterancy tooltip corrected
Brummbär projectile FX fixed
Marksman Team Observe Area UI reticule removed
Vehicles & Miscellaneous Fixes
Borgward Wanze no longer deals unintended extra damage at Veterancy 2
Borgward explosive charge no longer vanishes on deployment
Archer XP requirement corrected to 1800/5400/10800
Halftrack population tooltip fixed
Halftrack fortify position no longer requires territory
Forward Repair Station Engineers no longer keep repairing structures when in-combat
Nebelwerfer Overwatch no longer targets Forward Repair Engineers
Units on bridges properly die when a bridge is destroyed
Marksman Team “Observe Area” reticule removed
Healing and Repair structures now correctly show their healing radius when selected
Fixed an issue where Ammunition Storage would grant infantry bonus experience gain
Stability
Fixed a crash when loading a saved skirmish
Fixed an Essence Editor crash on right‑click in Asset Explorer
Smoke grenades no longer double-trigger SFX
Fixed several cases of ability behavior triggering incorrectly
Fixed multiple cosmetic and animation issues across factions
High Priority Known Issues
The team at Relic is constantly reviewing issues reported by the community and adjusting priorities to address the most frequently occurring issues. These are some of the higher priority issues we are currently tracking for our upcoming patches. Thank you for all your submissions to help.relic.com.
The Grenadier medkit may not heal and may not go on cooldown
Players may stall or freeze before reaching the main menu
The tooltip for Armor Piercing Rounds is displaying the wrong percentage for penetration
In rare instances, Steam achievements may not unlock correctly after completing their requirements
Partisan units can spawn in the Fighting Nest but cannot be teleported into it using a tunnel hideout
Recon scan from vehicles can cause FPS drops
Matchmaking cancel button continues to show for a few seconds after a match is found but is no longer functional
Camouflaged infantry may not always attack enemies that are behind them
If a Paratrooper squad is hit by a stun grenade right after landing the debuff may persist on retreat
A vehicle marked from by the US Forces Mark Vehicle ability can activate friendly mines
Towing - Reverse orders may break when unloading a garrisoned unit from the hold at the same time
There is a chance that two A.I. players can rebuild buildings on the same location despite protections to prevent overlaps
Whermacht HQ medical station upgrade may still be active when the HQ is destroyed
BL5.5 - When 5.5-inch artillery with Veterancy 3 is selected with 3 other 5.5 inch artillery with Veterancy 0-2, the barrage button disappears
A.I. Panzergrenadier Squad does not use the panzerfaust in Campaign or Mission Select
Repair sandbag animation is using the repair building/vehicle animation
Match Stats - When using random starting locations, the player's name colors may be swap if the match is restarted
Resistance Fighter Squad Veterancy Rewards missing “Veteran Ability” at Veterancy Level 1
Units that gain bonus health from veterancy or upgrades such as side skirts can remain alive at exactly 0 health instead of being destroyed
M18 Hellcat Tank Destroyer missing notification and audio cue for added Heavy Machine Gun during heavy action
Fallschirmpioneer Squad grenade launcher fires upward and has delayed impact
Machine gun firing arc scope changes size between setup and completion
Team weapons will explode if crew gets reduced to 1 model at the same time it is towed
Flack 30 Anti Air attack and damaging aircraft will cause infantry under the aircraft to take damage
Using abilities on bridges causes target reticle to be misplaced and ability mistargeted
Wehrmacht Medical bunker prevents Annihilation victory
Sangro River Crossing - If player is on Team 2 spot 3, auto placing HQ buildings can cause the player to run out of room
Units cannot be group selected during paradrop reinforcement animation
Artillery abilities used by A.I. in Co-op may follow player units outside of the designated area, such as the Underground Detonation
Discord stream shows black screen or “Stream is paused” when streaming Company of Heroes 3 – this is likely a bug with Discord’s software and not CoH3
Bofors Emplacement does not shoot enemies when re-crewed by Wehrmacht forces
When a 250/3 Funkpanzerwagen starts deploying Goliath Demolition Vehicles, the yellow meter is visible to the enemy team
When fast disembarking units from the 250 and attempting to reverse, the vehicle may ignore the command
Tank Buster's Anti-Tank Grenade Assault does not always activate while under the effect of Concealment or function on vehicles while in cover
Pillage may also grant resources from vehicle and artillery kills
We are investigating an issue where players may be unable to complete the Winter Line mission in either Mission Select or via the Campaign
“High Velocity” Daily Challenge does not complete after fulfilling requirements
When the LG40 gets destroyed the voice over mentions the Obice
Panzerjäger Squad - Panzerschreck upgrade fails to fire if the upgrade completes while the unit is embarked in a 250 Light Carrier during combat
Scrollable UI components created with the SCAR function UI_AddChild are no longer able to receive mouse scroll wheel input
Engineers will become stuck in mine laying animation when repairing and capturing a destroyed Emplacement
Afrikakorps Emergency Repair Kits in the Armory may not work for the 2.5 tonne utility truck, Kradshutzen, and Flampanzer III
Grenadier squad merge goes on cooldown even if a full squad is targeted and nothing happens
US Forces Mortar pits have a false extended range at Veterancy 2
The Partisan Garrison bonus is not applied when units are within the Partisans Headquarters tunnel radius - the bonus only applies when using a Tunnel Hideout
250 light carrier has a strange reverse pathing on Aere Perennius that can cause the unit to move sideways
The Great Ammo Robbery mission may not end even after the player has completed all the objectives
Plunder displays incorrect resource icons during wreck salvage
M6 and Teller mines fail to cause engine damage to Veterancy 1 King Tiger from the front
[img src="{STEAM_CLAN_IMAGE}/40883127/473d6783131dcf6208c5b425b6a791f53d9d5bf1.jpg"]
The 2.2.5 Update focuses on adjustments to the multiplayer metagame following up on the release of Scarlet Bison (2.2.0) in November. The primary goal of this patch is to clean-up outstanding areas of concern in multiplayer and address several existing balance issues, while also fine tuning certain units and abilities.
This update also includes some bug fixes and general improvements.
Please be sure to continue reporting any bugs or gameplay issues via help.relic.com so that we can prioritize fixes and changes for update 2.3.0 coming at the end of March.
Multiplayer Balance Changes
General Changes
Fixed Gun/Casemate Units
This is a quality-of-life improvement, allowing this class of unit to display their limited range and arc.
Casemate units will now display their arc when click and drag orders are issued, similar to team weapons
StuG III D Support Advance, Marder III M Sight Main Gun, Immobilize and Fortify, and Hulldown always show the arc of fixed gun vehicles when the unit is selected
Breach
This change prevents players from constantly chain-breaching buildings if the enemy bails-out before the Breach occurs.
Breach now goes on recharge when the building is taken, but no damage has occurred to the enemy exiting
Automatic Rifles and Light Machine Guns - M1918 BARs, M1940 SSF Johnsons, Breda LMG, Brens, MG 34/42s, Vickers K
We are partially removing the bonuses certain special weapons had against heavy and garrison cover to increase the value of cover against upgraded squads.
Damage penalty against heavy cover and garrisons increased from 30% to 40%
Accuracy penalty against heavy cover increased from 45% to 50%
Accuracy penalty against garrisons increased from 40% to 45%
Casualty Recovery – Triage Center and Medical Bunkers
Casualty recovery could be too efficient over the course of the game and synergizes with units that have high reinforcement costs. We are changing the system so casualties recovered now give a flat amount of manpower which is easier to understand and also makes the value of Triage more consistent depending on what infantry units are fielded.
Each casualty recovered now grants a flat 25 manpower rather than casualty charge
A kicker will now be displayed once a casualty is dropped off indicating the manpower received
Heavy Machine Gun Teams - M1919, M2HB .50cal, Vickers, MG 34, MG 42
HMGs are having their set-up time increased, making them less effective at attack-moving or redeploying to reface flanking units. In return, we have increased their long-range damage-per-second (DPS) to make these units more useful on maps with sufficient heavy cover and veteran HMGs will be even better at stopping infantry assaults through improved suppression.
Set-up time increased from 3 to 3.5
HMG long-range accuracy increased by +15%
Veterancy 2 suppression bonus increased from 30% to 40%
Veterancy requirements increased from 500/1500/3000 to 700/2100/4200
Light Artillery - Pack Howitzer, Le.IG 18, Heavy Mortar
Our recent changes caused certain light artillery units to be ineffective on maps as the projectile would always collide with low obstacles. Furthermore, these units took too long to gain veterancy as they generally caused health damage rather than kills.
We are reverting the changes to the projectile of these units, allowing them to properly arc over tall obstacles while keeping the speed a little bit higher than they were previously. Far area of effect damage has also been increased to improve performance on non-direct hits.
Area of effect far damage increased from 15% to 20%
Experience requirements from 1000/3000/6000 to 850/2550/5100
Pack and Le.IG projectile arcs reverted to fire over obstacles
Projectile speed increased from 50 to 65
Mortars - M1 81mm, 3-inch, 8cm, Mortar Halftrack
Mortars scaling was inconsistent, having high veterancy requirements for a unit that primarily deals health damage, and their early bonuses did not directly improve their combat performance, due to their low scatter.
To address these issues, we have reduced the veterancy requirements of mortars and have made changes to their bonuses to improve their DPS and damage at higher levels.
Infantry mortar experience requirements reduced from 1000/3000/6000 to 750/2250/4500
Mortar halftrack experience requirements reduced from 1000/3000/6000 to 800/2400/4800
Shell time on target increased from 3 to 3.125
Veterancy 2 scatter bonus changed to +10% damage
Veterancy 1 health boost replaced with +10% rate of fire
Suppression
Suppression is having its reload and scatter penalties increased to make weapons such as grenade launchers and bazookas less effective.
Scatter penalty increased from 33% to 125%
Reload penalty increased from 25% to 75%
Mobile Heavy Anti-tank Guns - 17-pounder, M5 3-inch, Flak 36 88mm
The fuel cost of the heavy anti-tank guns has been increased to better reflect their current performance and value.
Fuel cost increased from 40 to 50
Salvage Structure – Fighting Positions, Bofors, 2cm Flak Emplacement, Hardpoints
Ability is interrupted if the building takes damage while salvaging
Territory Capture Experience
We are equalizing capture point veterancy to lower the amount gained for capturing neutral territory but increase the rewards for decapturing.
Capture Experience reduced from 100 to 75
Decapture Experience increased from 50 to 75
Observation Posts/Supply Truck Lockdown
Early manpower from caches could be too efficient in larger modes where they would benefit multiple players and pay-off quickly. To offset the recent changes, we are lowering the amount of manpower generated by caches.
We will continue to investigate how to make caches more viable in smaller modes while not affecting all teammates.
Manpower reduced from 20 to 15
All Handheld Anti-tank
Rangers are receiving a light initial adjustment by lowering the moving performance of handheld anti-tank weapons and increasing their moving scatter to weaken these weapons at long-range.
Moving accuracy reduced from 0.5 to 0.35
Handheld AT moving scatter increased from 25% to 50%
Infantry Prioritize Vehicle - Bazooka Team, Panzerjager Squad
Prioritize vehicle starts active on all squads who gets this ability
Jager Squads upgraded with the Panzerschreck start on Prioritize Vehicle
Anti-tank Rifle Upgrades - Boys/Panzerbuchse AT Rifles
Grants the squad who have these upgrades Prioritize Vehicle ability
US Forces
Advanced Logistics
We are slightly changing all the manpower reduction bonuses in the game to tone down some of their power.
No longer grants increased experience for reinforced squads
Manpower reduction reduced from 25% to 20%
Bazookas
Bazookas are having their ready-aim time increased to allow vehicles slightly more time to back away when engaging Bazookas at max range. Compared to all other handheld AT in-game, the Bazooka is the most difficult to avoid due to its lower values.
Ready aim-time increased from 0.5/1 to 1/1.125
M1918 Browning Automatic Rifles
We want to allow the US Forces to have an option for dedicated infantry play where they have a couple of minutes to have a major advantage in infantry combat before the first light vehicle arrives. The current timing, however, was too potent.
To tackle this issue, the BAR is having its research time increased to give opponents more time to prepare against a timing attack.
Research time increased from 30 to 60
Riflemen Pour it On 'Em
Pour it On’Em had a hidden bonus that allowed the Riflemen squad to perform better against heavy cover than intended. We are removing this bonus as the ability already grants increased DPS and suppression.
Damage penalty against heavy and garrison cover increased from 30% to 40% for BARS
Damage penalty against heavy and garrison cover increased from 30% to 50% for non-BAR weapon
Mortar Pit
The Mortar Pit is an impactful defense, able to engage enemies at long-range for a fairly low cost, like AT Bunkers. Because of these traits, we are giving this structure a slight population cost and upkeep.
Now takes up 2 population, 1 manpower upkeep per population
4x4 ¼ ton Truck
The Dingo and 4x4 are having their side armor slightly reduced to make these units more vulnerable to flank attacks.
Side armor reduced from 4.5 to 4.25
M3 Armored Personnel Carrier
Fortify Position will now cost manpower to make it less efficient to constantly spawn one when off cooldown.
Fortify Position recharge reduced from 180 to 120
Fortify Position now costs 50 manpower
M8 Greyhound Armored Car
The Greyhound is a potent light vehicle, able to tackle all targets at its timing with strong veterancy abilities and the speed to disengage from danger. We want to keep its general power, but are giving the unit some adjustments to its cost and bringing its target size in-line with other heavier LVs.
We have also moved most of the fire-aim time into the weapon’s reload to prevent the Greyhound from firing faster when switching targets.
Fuel cost increased from 45 to 50
Reload increased from 2.333/2.333 to 3.25/3.375
Fire-aim time reduced from 1 to 0.125
Target size increased from 16 to 18
M29 Weasel Recon Vehicle
We are giving the Weasel some slight adjustments to better reflect its initial value and make its first rank of veterancy more impactful.
Veterancy 1 acceleration bonus changed to +7 vision
Manpower cost reduced from 240 to 220
Captain Retinue
In 1 vs 1, the Captain represents a major power spike, having enough firepower to make a significant impact in the early game that allows the US Forces too much of a tempo advantage. To reduce the impact of the early Captain, we are making the light machine gun cost munitions so it competes with other munition options.
Build time sped up from 45 to 30 seconds
Must now purchase its M1919 Light Machine Gun for 50 munitions
M2HB .50cal Heavy Machine Gun
Munition price reduced from 75 to 60
Paratrooper Squad
The Bazooka variant of the Paratrooper was lackluster compared to every other unit capable of receiving Bazookas. To encourage their use, we are giving the squad an additional Bazooka when upgraded, making them a dedicated AT squad rather than a hybrid unit.
Now has 3 bazookas rather than 2
Bazooka munitions cost increased from 80 to 100
M4(105) Sherman Dozer
Armor increased from 240 to 270
Armored Battlegroup
Veteran Crews
Veteran Crews is receiving an increase in Command Point (CP)cost to reduce the Armored Battlegroup’s ability to have multiple picks unlocked in the early game.
Command Point cost increased from 1 to 2
Recovery Vehicle
Command Point cost reduced from 4 to 3
M8 Scott
We are giving High Explosive (HE) rounds of the M8 the ability to hit an additional model in the squad to bring this unit more in-line with light artillery units in terms of damage output.
Standard HE auto-fire and barrage attack model damage limit increased from 3 to 4
Command Point cost reduced 3 to 2
War Machine
We are slightly reducing changing all the manpower reduction bonuses in the game to tone down some of their power.
Manpower reduction reduced from 25% to 20%
Special Operations Battlegroup
Special Operations Mark Target
Now reveals an area of 35m around the target when the loiter is active
M4A1 Sherman Whizbang
The Whizbang is too potent when it is not tech-locked – especially in smaller game modes -allowing the US Forces the ability to double down on infantry and light vehicles while still getting eventual access to artillery and even a medium tank.
Command Point cost has also been increased to compensate for the recent changes made to the final tier structure of all factions.
Can no longer be called in. Must be built from the Tank Depot
Production Unlock Command Point cost increased from 0 to 2
Corrected an issue where the unit’s reverse speed was faster at 6 than its forward speed of 5.5
Partisan Battlegroup
Several adjustments for the Battlegroup are being made to make it easier to play against the Partisan Battlegroup while also making some of their features less forgiving.
We want to retain the uniqueness of the mechanics, but in a skilled player’s hands and on certain maps, this Battlegroup became incredibly difficult to deal with.
Tunnel Network
Recharge time increased from 15 to 25
OSS Coordination and Resistance Fighter Retreat when in Garrisons
Now triggers the Tunnel Network cooldown
Units will retreat normally, rather than being transported to the Tunnel Network if given a retreat command in garrisons while the Tunnel Network is on recharge
Partisan Resistance Fighters
Manpower cost increased from 220 to 240 manpower
Molotov Assault wind-up increased from 0.875 to 1.125; increases time to throw
Molotov Assault area of effect radius reduced from 4 to 3.5
Molotov Assault burn damage radius reduced from 6 to 4
Molotov Assault munition cost increased from 30 to 35
Ambush accuracy and scatter debuff penalties reduced from 40% to 30%
Panzerbuchse ready aim time increased from 0.75 to 1
OSS Coordination
Command Point cost increased from 1 to 2
Autobuild tunnel recharge bonus reduced from 120 seconds to 60 seconds; total of 120 seconds to recharge
Medical Caches
Command Point cost decreased from 2 to 1
Partisan Spy Network
Command Point cost increased from 2 to 3
Munition cost increased from 40 to 60
Partisan Forward Headquarters
The garrison rate of fire bonus always requires an active Forward Heardquarters to be on the field before its effects can occur
Garrison rate of fire bonus reduced from 25% to 20%
Fixed an issue where the garrison rate of fire bonus ability affects infantry units in vehicle holds
Underground Detonation
The moving fuse now has an additional audio cue that plays and intensifies for the opponent as it approaches its destination
Munition cost increased from 125 to 140
Wehrmacht
Hulldown
Hulldown and Immobilize and Fortify are being adjusted to provide greater benefits to fixed/casemate vehicles that are unable to rotate when in this mode.
Furthermore, we are giving the StuG an exception when in hulldown to increase its range due to the limitations imposed upon the vehicle.
Reload and cooldown bonuses changed to overall attack speed
Casemate units gain +10 range when in hulldown, rather than +5; applies to the StuG III G
Increases the cone of fire for fixed gun/casemate vehicle by 10 and weapon traverse by 5
Kettenkrad
Trip Wire Flare build time reduced from 7.5 to 5
Jager Squad
With the removal of camouflage, we can now allow Jagers to gain increased attack speed for their Panzerschrecks.
Veterancy 2 20% cooldown changed to 15% overall attack speed
StuG III G Assault Gun
The range penalty on Point-blank Blast was too restrictive, resulting in situations where the vehicle would struggle to engage targets.
Point-blank Blast range increased from 15 to 20
Point-blank Blast displays a reticule when the ability is active
Nebelwerfer Team
The Nebelwerfer is having its veterancy ability updated to a high-explosive rocket barrage that trades out flame damage over time for increase blast radius and power. While white phosphorous could be useful, it overlapped too much with the standard barrage in terms of how damage was dealt.
We have also toned down the Nebelwerfer’s anti-vehicle damage to prevent it from one-shotting units like the Bishop as its primary targets should be infantry, team weapons, and defenses.
Bonus damage against vehicles reduced from 100% to 50%
New Ability - High-explosive Rocket Barrage - replaces White Phosphorous Barrage. Has increased blast radius and damage over standard rockets but does not leave damage over time flame patches. 40 Munitions per barrage
Sturmpanzer IV Brummbar
Being an expensive anti-infantry unit, the Brummbar could struggle to engage the units designed to counter it such as Handheld AT squads due to its short-range and its fixed weapon that forces it to expose its weaker sides when squads are even a little spaced out.
Furthermore, we have revamped the veterancy of this unit to be significantly more impactful.
Range increased from 30 to 35
Veterancy updated to the following:
Veterancy 1
+ 20% rotation rate
Veterancy 2
+ 20% rate of fire
+ 20% weapon scatter accuracy
Veterancy 3
+ 80 health
+ 50 frontal armor
+ 15% attack speed
2cm Flak Emplacement
Accuracy increased from 0.61/0.51/0.36 to 0.75/0.63/0.48
Vision range increased from 35 to 40
Emplacements can be salvaged
Pak 40 Anti-tank Gun and LG 40 Recoilless Gun
This change is to prevent immediately toggling between modes for these units.
Camouflage toggle on/off time set to 5/15
Panther Production Unlock
Command Point cost has been increased to compensate for the recent changes made to the final tier structure of all factions.
Command Point cost increased from 0 to 2
Artillery Officer
Targeted Supervision bonus increased from 100% to 150% and fire rate bonus from Targeted Supervision now affects overall attack speed
Manpower cost reduced from 250 to 220
Heavy Gunnery
The following change is to improve the suppression of heavy gunnery for late game vehicles as the prior version required vehicles to have a pintle to get suppression off.
Panzer IV and King Tiger tank coaxial and hull gun suppression increased from 0.00216 to 0.00325
King Tiger Heavy Tank
We are reducing some of the penalties associated with King Tiger and speeding up reload to bring it closer in-line with other heavy tanks.
Initial manpower cost reduced from 1040 to 910; matches other heavy tanks
Fuel penalty reduced from 50% to 25%
Reload sped up from 5.5/6 to 5.25/5.625
Infantry Reserves
Manpower reduction reduced from 25% to 20%
Last Stand Battlegroup
Nebelwerfer Overwatch
Center of the target zone now immediately drops flares upon activation to give a warning to enemies
Borgward IV Wanze
Rockets will now always attempt to scatter behind the initial target zone rather than being equally distributed front and back. This should increase the chance rockets scatter into the target when they are directly in the center of the ability.
Experience requirements reduced from 1250/3750/7500 to 1000/3000/6000
Immobilize and Fortify/Hull Down
Increases the cone of fire for fixed gun/casemate vehicle by 10 and weapon traverse by 5
British Forces
Team Weapon Training
The price increase better reflects the power this upgrade gives to all team weapons.
Fuel cost increased from 20 to 25
Field Infirmary
The cost of the Field Infirmary is being slightly reduced, allowing the British Forces easier access to healing. The previous cost was too high when compared with the US Forces Triage Center which also recovered casualties.
Cost reduced from 125 manpower and 20 fuel to 100 manpower and 15 fuel
Royal Engineer Section
Experience requirements reduced from 800/2400/4800 to 650/1900/3800
Infantry Section
The Infantry Section is having its build time sped up to match other mainline infantry units.
Their rate of fire bonuses have also been updated to now affect all rate of fire stats. This helps their basic weapons and AT rifles scale better with veterancy. We have slightly reduced their Veterancy 2 bonuses, however, to prevent a major DPS increase as the unit already gets an accuracy bonus at that level.
Build time sped up from 25 to 20 seconds
Rate of fire bonus now uses overall attack speed for Veterancy 2 and 3; this increases rate of fire
Veterancy 2 rate of fire bonus reduced from 15% to 10%
Dingo
Side armor reduced from 4.5 to 4.25
Vickers HMG Team
Focused Gunnery is having the vision bonus reduced as it could be too potent in certain situations where the Vickers could fully utilize the additional range and engage targets without receiving return fire/requiring a true spotter.
Vickers HMG Focused Gunnery Vision range bonus reduced from 15 to 7.5
CMP 15cwt AA Truck
We have done a slight shuffling of the unit’s weapon range to make the unit a little bit more effective on the move and better able to kite certain threats like AT grenades.
Range increased from 25 to 30
Deployed range bonus reduced from 25 to 20
4.2 Inch Heavy Mortar Team
The heavy mortar is receiving similar changes to the Pack Howitzer and le.IG to increase its effectiveness and scaling.
The Airburst Barrage has been given wider scatter as the ability was too effective at destroying other team weapons due to the large area the blast covered.
Removed acceleration from the heavy mortar team; this makes the unit faster to move around the battlefield
Heavy mortar airburst scatter angle and max increased from 8 to 9
Heavy mortar airburst scatter ratio increased from 0.135 to 0.15
Area of effect far damage increased from 15% to 20%
Experience requirements from 1000/3000/6000 to 850/2550/5100
Churchill Black Prince Heavy Tank
The Black Prince is receiving a health increase to allow it to survive longer on the battlefield against all threats. This includes off-map strikes/artillery that excel against the Black Prince due to its slow speed which we want to retain.
Health increased from 1200 to 1300
Centaur Medium Tank
We are improving the Centaur’s HE range to allow the unit to be better at tackling infantry squads due to its role as a late game anti-infantry tank. We have also revamped the unit’s veterancy to be much more impactful.
HE shell range increased from 30 to 35
Veterancy updated to the following:
Veterancy 1
+20% rotation rate
Veterancy 2
+ 20% rate of fire
+ 20% weapon scatter accuracy
Veterancy 3
+ 80 health
+ 20% speed
+15% rate of fire
Bofors Anti-air Emplacements
We are improving anti-aircraft emplacements by increasing their anti-infantry firepower and vision, allowing them to control an area within weapon range. We are also allowing these emplacements to be salvaged for resources as they taper off mid-to-late game, being primarily anti-light weapons, and not all Battlegroups have aircraft call-ins.
Accuracy increased from 0.7/0.6/0.5 to 0.85/0.75/0.7
Vision range increased from 35 to 40
Emplacements can be salvaged
Indian Artillery War Cry
War Cry is being changed to Overall Attack Speed to allow the ability to affect a greater variety of weapons. Rifle weapons were not recieving any major benefit as time between shots was held back by other stats not related to reload or cooldown.
War Cry now affects Overall Attack Speed rather than just reload and cooldown; speeds up rate of fire
BL 5.5 Artillery Emplacement
Experience requirements increased from 1200/2400/4800 to 1500/4500/9000
Volunteer Infantry
Manpower reduction reduced from 25% to 20%
Sherman VC Firefly Tank Destroyer
We are slightly increasing the DPS of the Firefly to better reflect its current cost as a premium tank destroyer. We are also increasing the range of its Sabot ability, allowing the Firefly to expend munitions to either get the first shot in-combat or finish off a retreating vehicle.
Sabot Round range increased from 45 to 50
Reload sped up from 6.75/7.25 to 6.375/6.875
Deutsches Afrikakorps
Panzerbuchse AT Rifle
Following the changes to Bazookas, we are increasing ready-aim time to allow vehicles an easier time kiting squads armed with these weapons.
Ready aim time increased from 0.75 to 1
Tungsten Rounds
We are slightly reducing the bonus damage of Tungsten rounds to reduce the impact this upgrade has against certain unit groups such as Hellcats/Crusaders.
Damage bonus against vehicles reduced from 25% to 20%
Panzerjager and Assault Grenadier Halftrack Call-ins
We are placing the two infantry halftrack based call-ins behind tech requirements to prevent the Afrikakorps from being able to field additional units without having to sacrifice time and resources to tech. Previously, an Afrikakorps player could overwhelm the opponent at a certain stage of the game while still fighting on tier 1 tech while their opponent is forced to tech up to counter.
Now require Fire Support or Mechanized Kompanie completed before they can be called in
Panzerpioneer Squad
Panzerpioneers were too efficient, able to trade out at long-range with other infantry very cost effectively. We are increasing their reinforce cost, while retaining their low base price.
Reinforce cost increased from 25 to 28
Kradschutzen Motorcycle Team
We are bringing back the reverse of the Kradschutzen to make it easier to micro the unit in infantry engagements without needing to rotate the entire vehicle.
Can now reverse at a slower rate of 4.5; top forward speed is 13
Note the unit always prefers to drive forward and only reverses when given a manual reverse order
Panzergrenadier Squad
We are lowering the experience requirements of Afrikakorps Panzergrenadiers to bring them in-line with other infantry and are also lowering the cost of their Light Machine Gun to make it easier to arm multiple squads.
Experience requirements decreased from 1000/3000/6000 to 900/2700/5400
MG 34 cost reduced from 100 to 90 munitions
250/9 Armored Halftrack
250/9 horizontal Tracking speed increased from 60 to 90
250 Mortar Halftrack
The mortar halftrack is having its health increased to help improve its survivability against certain weapon types, while still keeping the unit relatively fragile when caught out of position.
Health increased from 120 to 160
8rad Armored Car
The followings changes brings the target size of the unit in-line with other heavier armored cars and prevents the player from immediately turning its ability on and off without consequence.
Command mode recharge for toggling on/off set to 15/15
Target size increased from 16 to 18
Elefant Tank Destroyer
We are making the Engine Burnout less punishing if the Elefant is kept above a certain threshold, making retreating/moving around the battlefield easier without the engine always needing repairs afterwards.
Speed bonus during Engine Burnout increased from 30% to 40%
Engine Burnout causes Crew Shock critical if health is above 50% - after the health damage occurs from the ability - when the buff ends
Propaganda War
The following change prevents certain out-of-combat events from occurring when hit by Propaganda War and units should reach their pinned/retreat threshold faster.
Units hit by the ability now count as being in-combat
Suppression penalty against suppressed targets reduced from 50% to 25%
Armored Support Battlegroup
Rapid Salvage
Command Point cost increased from 1 to 3
Superior Fire Drills
Bonus damage reduced from 100% to 50%
Panzerstorm
Panzerstorm is being adjusted to be unable to bypass the engine damage caused by mines or snares. In exchange, the ability is being made cheaper.
We want to make vehicle assaults still vulnerable to weapons designed to slow them.
Cost reduced from 100 to 80
No longer prevents Engine Damage, prevents Crew Shock criticals
Recharge time increased from 80 to 120
Kriegsmarine Battlegroup
Supply Reserves
Now generates an additional random crate
Recharge time reduced from 120 to 60 seconds
Fritz X Guided Bomb
Munition cost reduced from 200 to 175
Naval Intervention
Munition cost increased from 180 to 200
Bug Fixes
Art & Animation
Fixed some animation issues with Flags on the Campaign Map
Audio
The Goliath is now audible when it turns/rotates and moves even if it is camouflaged or in the fog of war
UI/UX
Fixed an issue where the Quick Match screen could lock-up if too many map vetos were combined with random faction selection
Fixed Error Code 13 on purchase for the Fallen Leaf and Blocking Force cosmetic sets
Gameplay
US Forces
Fixed a case where Partisan Tunnels sometimes used the incorrect cooldown value
Wehrmacht
Fixed an issue where objects could be built inside a vehicle model under the effects of Immobilized and Fortify
Fixed an issue where the tool-tip for the King Tiger Wreck used the incorrect name
Fixed an issue where Sturmpioneer Recovery, when active, would take double the population requirement of the vehicle they were recovering
Fixed an issue where Stosstruppen Shock Assault could be activated again when a Scavenge Doctrine crate was picked up
Fixed an issue where the Kettenkrad would be revealed when camouflage by capture points and at distances that were further away than normal detection range
British Forces
Fixed an issue where the 17-pounder Anti-tank Gun Team's experience requirements were set to 1000/3000/6000 rather than 1800/5400/10800
Polish Lancer can no longer do long-distance team weapon recrewing while Range-In is activated
Fixed an issue where the Churchill Black Prince could be Crew Shocked by Crew Shock Tactics
Deutsches Afrikakorps
Fixed an issue where Panzerjager Squads did not gain First Strike Ambush Bonuses
Fixed an issue where Panzerjager Squads did not benefit from Battlefield Espionage Ambush Tactics
Fixed an issue where Panzerjager Squads could not camouflage when under the influence of Funkpanzerwagens or Intel Radio Beacons
Fixed an issue where Hardpoint and Observation Post upgrades would stall if the point it was on was cut-off
Fixed an issue where Forward Retreat could be upgraded in cut-off territory
Fixed the upgrade weapon icon not showing up on some units after completing the weapon upgrade such as Kriegsmarine with StG 44
[img src="{STEAM_CLAN_IMAGE}/40883127/923919383dddda5d53e4b82f919b486992d10657.jpg"]
Fixed an issue where certain Battlegroup units for Wehrmacht stopped getting experience or the associated experience bonus after researching Panzergrenadier or Luftwaffe Officer Quarters
Fixed an issue where Resource Caches and Hardpoints would take burn damage that would not stop until they were destroyed
[img src="{STEAM_CLAN_IMAGE}/40883127/0300955f9aedd6345bbcf8727c0123d052d3c2e1.jpg"]
General
Fixed a bug where clothing-style decals/patches were on a Kriegsmarine helmet
Improved/Reduced the chance for Loiter abilities to not always disappear after they have completed. This is a partial fix, we are still investigating additional issues of them persisting for future updates
In-Game Store
Fixed an issue with "Error Code 13" that was preventing the purchase of War Bonds and several cosmetic sets, such as Fallen Leaf and Blocking Force
A.I.
45-second cooldown applied to newly spawned supply crates, preventing the A.I. from acquiring them in team games too quickly. Health crates are not affected by this cooldown but the A.I. will no longer pick them up when at full health
Added a limit to the number of the same constructed items for emplacements and for mines. Additionally, they are now more strict about positions where they can place them. For example: further apart from each other, and away from friendly bases
Gameplay
Fixed an issue where non-King Tiger heavy tank call-ins showed the incorrect population requirement
US Forces
Italian Partisans
Partisan Tunnel Hideouts can no longer be permanently hidden if constructed within a Greek Ruin floor piece
Fixed a tool-tip issue with the Resistance Fighter's Beretta submachinegun stating it only gave two
Fixed an issue where Tunnel Hideouts could be constructed in the enemy base sector
Wehrmacht
Transfer Orders
Fixed an issue where the Officer Quarters bonus would apply after the unit had been transferred resulting in more experience earned
Fixed an issue where units that transferred at Veterancy level 3 would allow for Advanced Infantry to arrive at Veterancy 3
Fixed an issue where the Utility Truck from the Breakthrough Battlegroup still took up population and could not bring in trucks at maximum population
Sturmpioneer Squad
Reinforce cost increased from 30 to 35
Infrared Detection Kit munitions cost increased from 50 to 75
Urban Assault Kit munition cost increased from 50 to 60
Veterancy requirements increased from 700/2100/4200 to 850/2550/5100
Fixed the cost of recovery being refunded when Sturmpioneers are used to recover vehicles
Fixed an issue where Sturmpioneers entities took up 1.5 population, not 1
Fixed an issue where the upkeep for Sturmpioneer entities was 1, not 1.5
Propaganda Tower
Decapture and Capture penalty reduced from 50% to 33%
Fixed an issue where the Wehrmacht Tiger call-in tool-tip incorrectly stated 30% for the discount, not 20%
British Forces
Australian Defense
Fixed Royal Engineers with Australian Defense Battlegroup "Vehicle Over Repair" ability getting stuck in their repair behavior after maxing out the over-repair amount. This also fixes being able to shift+queue the ability
M4A4 Firefly Tank Destroyer
Speed increased from 3.9 to 4.25
Acceleration increased from 1.5 to 2.25
Deceleration increased from 2 to 3
Deutsches Afrikakorps
Fixed an issue where Combined Arms and Panzerjager Defensive Positions would stack
Fixed an issue where the L6/40 could lose its flamethrower when Tungsten Rounds were upgraded
Current Release
Not available
System Requirements
How to Install
setup.exe
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
20.3 GB
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