CoH 2 Changelog



  • #152
    4 years ago
    Andy_REAndy_RE Posts: 299 admin
    edited December 2018

    Hotfix Patch #2 - December 21st 2018

    Ardennes Assault

    -Fixed an issue with Ardennes Assault, in which light vehicles could not be built from their tiers.

    Balance Issues

    OKW Sector Assault
    -Adjusted sector assault to drop less bombs in a shorter time window.

    SOVIET AT Overwatch
    -Shell damage reduced to 60, previously was 120
    -Added 3-second delay between smoke and first shell
    -Added Penetration value of 260 to shells, so that heavy vehicles can bounce some shells.
    -Deflection damage of 30 added to shells


    -Fixed issue with USF 76mm Sherman smoke launchers not working
    -Made some adjustments to WC51 and Faust interaction to try and resolve Faust miss bug.
    -Fixed issue with Soviet KV-2 prioritize vehicle not working properly
    -Fixed issue with Wehrmacht field defenses, and certain items not being buildable
    -Fixed an issue with cav rifles displaying as 3cp call in units in the menu ui

  • #155
    3 years ago
    Andy_REAndy_RE Posts: 299 admin
    edited March 2019

    Bugfix - March 25th 2019

    • Fixed a bug where Panzerfausts would target the crew inside WC51, leaving the vehichle unharmed.
    • Thanks goes to community member Aerafield for helping pinpoint the exact cause of this issue.
  • #156
    3 years ago
    Andy_REAndy_RE Posts: 299 admin
    edited May 2019

    Map Update - May 5th 2019

    Fixes and updates to maps introduced in the April Map Update.

    • Updates to 1v1 map Nexus
    • Updates to 1v1 map Ladoga Karelia
    • Updates to 1v1 map Deutz
    • Rechnaya Pereprava is now available in 1v1.
    • Ponary Forest and Bialystok market are updated and again available in 2v2.
  • #160
    3 years ago
    Kyle_REKyle_RE Posts: 484 admin

    MINI PATCH - JULY 18th


    • Addressed bug where Panzerfusilliers could purchase Panzerschreks in addition to their G43 upgrade
  • #161
    3 years ago
    Andy_REAndy_RE Posts: 299 admin
    edited September 2019


    This update is now live! Major thanks to the wider community for their continued interest in this great game. We're both grateful and impressed with the continued passion this community has for the franchise. If you have playtested or given forum feedback it has helped shape this update, and is very much appreciated.

    A major shout out goes out to the community balance and mod team. Miragefla, Sander93, Jae4Jett, Tightrope, Sturmpanther, Momo4sho, with modder support from Janne252, Nachocheese and Planetsmasher.

    Many of these chaps have invested a serious amount of their own time in this update. Whether it be building mods, taking part in detailed design discussions, testing builds, or scouring forums for feedback and sentiment. Without them, this update simply would not be possible.

    This is the third major update this group have delivered inside of a year, and on behalf of Relic and the community, a massive thanks goes out to them.

    Additional thanks to Osinyagov, SneakEye and Kasarov for UI support this udpate.

    If you have been following the mod process, you can scroll to the bottom of this post to view the changes added since mod 1.3.

    All changes are reflected in the main post.

    Game Wide Changes for all Factions

    Heavy Tank Call-In Changes for all Factions

    We felt the strategy of stalling for a heavy tank call-in without teching stagnated gameplay and was too punishing for players who did tech. In addition we felt that certain heavy tanks came too late in team games. The following changes have been made to all other heavy tanks:

    • Heavy tank call-ins will now require a reduced amount of CPs but require final tier tech in order to be called in. This includes: IS-2, KV-2, Command Panther, Sturmtiger, Tiger, Pershing, Churchill Crocodile and Churchill AVRE.
    • Call-in requirements for the heavy tank destroyers Elefant, Jagdtiger and ISU-152 remain at their old values but now also require end tier tech.
    • The majority of heavy tanks have had their AOE values standardized to deal more reliable damage to infantry. Additional rebalancing has also been done to a number of heavy tanks.


    In order to make autonomous medics more responsive, they will now move around at a higher speed, for all factions that have them. The radius in which they follow or walk up to squads has been slightly reduced to further prevent long healing queue times. Player controlled medic squads have had a quality improvement as well.

    • All medics now sprint towards wounded infantry models
    • Medic chase range standardized to 20 for all base and forward structures
    • USF and UKF medic squads now have a timed area of effect heal ability that automatically heals squads around them when activated


    • All howitzers start on cooldown after their barrage finishes or is interupted
    • All barrage cooldowns reduced by 20 seconds


    Teching & Faction changes

    We feel OKW is in a very dominant position in the very early game, which made them feel a bit too oppressive towards other factions. Changes have been made to reduce their early game power in exchange for a stronger mid-game. This has been done with the intent to maintain their overall strength as a faction, whilst maintaining some of their identity as early game aggressors. The graph below visualizes these intended changes to their power curve:

    Starting resources

    Starting manpower has been reduced to tone down the rate at which OKW is able to produce squads from the start.

    To counteract the lower rate at which they will now be able to cap the map, starting fuel has been increased. Additionally, the cost of SWS trucks have gone down to make up for the manpower changes.

    • Starting manpower reserves from 340 to 320
    • Starting fuel from 5 to 10
    • SWS truck cost from 100/15 to 70/15

    Schwerer Panzer Headquarters

    The Panzer Headquarters is being split into two parts to allow certain units to arrive sooner while maintaining the time it takes for OKW to deploy their armor in the mid-to-late game. The adjustments should also make strategies involving Battlegroup Headquarters more viable by allowing units like Obersoldaten to arrive sooner.

    • Cost from 200MP/120 to 100/60; unlocks Obersoldaten; Obersoldaten upgrades locked behind Panzer Authorization.
    • Can now be upgraded with ‘Panzer Authorization’ for 100 manpower and 60 fuel. Unlocks Jagdpanzer IV, Panzer IV Ausf. J, and Panzer V Panther as well as the doctrinal Flakpanzer IV Ostwind. Also unlocks Obersoldaten weapon upgrades.
    • Flak cannon disabled until Panzer Authorization upgrade is purchased.
    • Panzer Authorization must be repurchased if the Panzer HQ is destroyed and is required for all heavy tank call-ins.
    • Obersoldaten weapon upgrades only need Panzer Authorization to be purchased once.

    General unit & abilities changes


    Volksgrenadiers are slightly too cost effective for their price point. Their base cost has been increased to better suit their power and timing.

    • Manpower cost from 250 to 260
    • Reinforcement cost unchanged.


    While Sturmpioneers are strong starting units, they did not scale very well against the increasing strength of Allied infantry as the game progressed. The following changes to their veterancy should help them in the combat role in the mid-to-late game.

    • Veterancy requirements from 580/1160/2320/2900/3770 to 480/960/1920/2600/3150
    • Veterancy 4 accuracy bonus moved to veterancy 3.
    • Veterancy 3 construction bonuses moved to veterancy 4
    • Concussion Grenade ability now requires to Veterancy 1 rather than Veterancy 3

    MG 34 HMG

    The MG 34 performs well in its role as a suppression platform, but its lower damage compared to other HMGs makes it difficult to gain veterancy. Requirements have been lowered to compensate.

    • Veterancy requirements from 400/800/1600/2132/2666 to 360/720/1440/1918/2400


    Despite the recent changes to the Kubelwagen, the unit still isn’t very popular. In order to reduce the demand on Sturmpioneers, the unit has received adjustments that reduces the time required to be repaired.

    • Health from 240 to 192
    • Received damage modifier of 0.8 added
    • This will decrease repair times, without changing the durability of the unit (which is still 192/0.8=240 effective hitpoints).

    Raketenwerfer 43

    Due to the frustrating mechanics of its short-range for the user and its camouflage for the opponent, the Raketenwerfer is being adjusted to function more like a standard anti-tank guns. Range and crew size is being improved, while the camouflage now only works when stationary and requires veterancy 1.

    • Cost from 270 to 290
    • Range from 50 to 55
    • Crew size from 4 to 5
    • Camouflage ability now locks the unit in place unless revealed. Cannot move, but can rotate
    • Requires veterancy 1 for camouflage
    • Retreat function retained
    • Population remains at 7

    Sd.Kfz. 251/17 Flak Half-Track

    The Sdkfz. 251/17 is gaining slight price and veterancy adjustments to incentive the use of Battlegroup Headquarters.

    • Fuel cost from 55 to 50
    • Veterancy 5 mobility bonuses moved to veterancy 3
    • Veterancy 3 and 4 bonuses have been moved to veterancy 4 and 5 respectively.
    • Smoke cost from 35 to 25; veterancy reduces smoke cost from 25 to 15

    Tiger II

    Changes have been made to make its main gun more reliable at forcing off enemy infantry by increasing the amount of health damage dealt, while reducing the radius where it can kill full health models. Furthermore, to help define its unique role, the Spearhead ability has been moved to veterancy 1.

    • Fuel cost from 280 to 270
    • AOE distance from 1/2/3 to 0/1.25/4
    • AOE damage from 1/0.35/0.05 to 0.75/0.25/0.15
    • Scatter angle from 7.5 to 5
    • Spearhead to veterancy 1, Combat Blitz to veterancy 3
    • Veterancy requirements from 4040/8080/16160/20200/26866 to 3630/7260/14560/18928/24606

    Opel Blitz

    The Opel Blitz lacked a proper role and had came too late in the game to serve as a reinforcement platform. CP requirements have been reduced with boosts to mobility. It will also provide a healing aura to infantry to further its role as a forward reinforcement platform.

    • CP requirements from 3 to 2
    • Now has access to the Ambulance's healing ability
    • Acceleration from 1.5 to 3
    • Rotation from 30 to 38
    • Fuel cost from 25 to 20

    Le.IG 18 ISG Incendiary Barrage

    The Incendiary Barrage was underperforming for its cost due to its lack of damage, low accuracy and slow rate of fire. The following changes have been implemented to correct these issues:

    • Incendiary scatter angle from 8 to 7.
    • Incendiary scatter max from 10 to 8.
    • Incendiary reload from 2.3/3.6 to 0.75/1
    • Incendiary shell garrison damage modifier from 0.5 to 0.75; only affects impact damage
    • Number of Flame DOTs dropped per shell changed from 1 to 2; this effectively doubles the damage of its DOT

    Flammpanzer 38t ‘Hetzer’

    We feel that the Hetzer is in a good spot™, but have slightly lowered its veterancy requirements due to its inability to harm vehicles.

    • Veterancy requirements from 1560/3120/6240/7800/10375 to 1240/2480/4960/6440/8370

    Overwatch Flares

    This ability had become too powerful amidst the other improvements to the Overwatch Doctrine, as it provided the doctrine with strong reconnaissance for minimal input. The flares must now be placed on points manually. In return, the ability can be used on territory points captured by allied players.

    • Must now be planted by Volksgrenadiers, Sturmpioneers, Obersoldaten, or Jaeger Light Infantry.
    • No cost. Can be planted on territory captured by allied players.
    • Takes 7 seconds to plant.

    Radio Silence

    In order to give this ability more tangible during an assault, the ability now lets infantry move at a slightly higher speed. Ability cost has been increased accordingly.

    • Added 1.2 movement speed for infantry during ability
    • Cost from 25 to 40

    Command Panther

    The Command Panther will now be tied to tech like all other heavy call-in tanks. In addition, its vision has been adjusted to match standard recon units. To compensate for this loss in scouting power and tech requirements, cost has been decreased.

    • CP requirement to 9; requires an operational Schwerer Panzer HQ upgraded with Panzer Authorization to be called in.
    • Sight range from 55 to 50
    • Cost from 560/225 to 520/200
    • Aura sight bonus from 20 to 15

    Infiltration Grenades

    We feel that the price of Infiltration Grenades was too low for their chance at inflicting heavy damage or wiping out squads. Cost has been slightly increased.

    • Cost from 15 to 20


    • CP requirement to 8; now requires an operational Schwerer Panzer HQ upgraded with Panzer Authorization to be called-in.


    Fallschirmjäger have not been very popular due to their high cost, timing and being outclassed by Obersoldaten. Changes have been made to allow them to arrive sooner and scale better with veterancy and tech, at the cost of having less firepower upon deployment.

    • Deployment cost from 380 to 320
    • CP requirement from 3 to 2
    • Now drops in with two FG42s
    • Can now be upgraded with 2 FG 42s once Schwerer Panzer HQ is deployed
    • FG 42 Mid range from 16 to 21
    • FG 42 Rate of fire from 6 to 7.
    • FG 42 far cooldown from 2 to 1.35
    • Now has a First-Strike Ambush bonus of +25% when attacking from camouflage.
    • Veterancy 3 accuracy accuracy from 1.15 to 1.3
    • Veterancy 5 accuracy bonus removed.
    • Veterancy 5 now provides a +20% boost to their First-Strike Ambush modifier.


    To better reflect their performance and the changes to OKW's starting manpower, we have reduced the unit's manpower and upgrade costs slightly.

    • Manpower cost from 280 to 270; reinforce unchanged
    • G43 upgrade cost from 90 to 80

    Sector Assault

    The anti-infantry airplanes of the Sector Assault ability were too effective due to their ability to instantly pin multiple infantry squads in a large area. The suppression on these planes has been significantly toned down to minimize their ability to suppress multiple infantry squads in a wide area. Squads should no longer get pinned on the first pass.

    • Sector AI plane suppression from 0.25 to 0.0125
    • Nearby suppression radius from 20 to 12

    Assault Artillery

    Due to the way Assault Artillery functioned which restricted the barrage to 35m radius around a capture point, the ability often did minimal damage in larger sectors. The ability has been reworked to function as conventional off-map artillery.

    • Ability is no longer bound to one specific sector.
    • Can now be targeted on any location with sight; except base sectors.
    • Now drops 20 artillery shells in a 45m radius; 10 artillery shells in a 25m radius; ends by launching 15 smoke shells in a 40m radius
    • Artillery Shell delay from 0.75/1.25 to 0.5/0.75
    • Mortar smoke delay between shells from 0.75 to 0.375

    Sturm Offizier

    The Sturm Offizier has been completely reworked to be an effective combat unit with the addition of veterancy and his retreat-on-death mechanic being removed. To promote his role as a combat unit and to reduce blobbing, his aura has been removed.

    • Target size from 1 to 0.91
    • Passive aura removed; bulletin still functions
    • Retreat on Offizier model death removed
    • CP Requirement from 1 to 2; matches other officer units
    • Now has access to Model 24 Smoke Grenades. 15 munitions.
    • Grenade benefits from Veterancy 1 cost reduction and Veterancy 2 ability range. -5 munition cost, +5 range.
    • Mark Target Received Accuracy penalty on targeted unit from 1.5 to 1.3
    • Mark Target tool-tip adjusted; ability does not boost the effectiveness of nearby enemies.


    • Veterancy 1: Reduces cost of all abilites by 10 munitions
    • Veterancy 2: Increases squad size to 5, +10 to ability range
    • Veterancy 3: +40% Accuracy
    • Veterancy 4: -29% Received Accuracy
    • Veterancy 5: -25% Weapon Cooldown, Offizier switches to an StG 44 (Panzergrenadier variant)
    • Gains shared veterancy

    Command Tiger I

    The Command Tiger will have its main gun anti-infantry damage standardized to deal more reliable damage. Veterancy requirements will be slightly reduced in line with changes to Ostheer’s Tiger I.

    • AOE distance from 1/1.75/2.625 to 0.25/1.5/3
    • AOE damage from 1/0.15/0.05 to 1/0.25/0.15
    • Scatter angle from 7.5 to 4.75.
    • Veterancy requirements from 3440/6880/13760/17406/20259 to 3090/6180/12360/15400/18150

    Thorough Salvage

    The time it takes to complete Thorough Salvage has been reduced. Being a doctrinal ability slot that replaces regular Salvage, we feel that it should not force players into more risky situations.

    • Time required to complete Thorough Salvage from 20 to 11


    Adjustments have been made to the Jagdtiger mobility to make this unit more responsive on the battlefield. In exchange, some of it combat stats are being reduced to make it a heavier Elefant that can support an attack with HE rounds. The unit has also been adjusted to require tech.

    • Requires all SWS trucks to be converted; CP requirement unchanged
    • Fuel cost from 280 to 260
    • Population from 23 to 22
    • Frontal armor from 525 to 450
    • Health from 1280 to 1120
    • Acceleration from 0.5 to 1.2
    • Rotation rate from 12 to 16
    • Range from 80 to 70
    • Accuracy from 0.055/0.045/0.033 to 0.06/0.05/0.035; applies to standard and piercing shot
    • 128mm Horizontal tracking speed from 6 to 12
    • Engine upgrade bonuses now only apply when out of combat
    • Veterancy 5 now grants 160 health; removed description about Jagdtiger being Dazed as this was never the case since more recent patches
    • Piercing Shell Cost from 90 to 70


    Infantry Sections

    With the introduction of anti-tank grenades on Royal Engineers, Infantry Sections have been identified to be slightly overperforming.

    Infantry Section Lee Enfield damage is being adjusted to maintain its current DPS, while reducing their chance to burst down models in a single volley. Previously, Lee Enfield damage, combined with five man squads, allowed the Infantry Section to quickly kill off infantry models which led to them winning most infantry battles.

    The low target size of Infantry Sections also made them difficult to kill with damage and manpower bleed being negated thanks to their medical kits. To address this issue, Infantry Section target size is being increased when the unit is out of cover. This change will make the unit more vulnerable when in the open which should also reduce the power of Tommy blobs.

    Pyrotechnics have also received a slight adjustment due to the sight bonus Sections get when in cover at veterancy 1.

    • Lee Enfield Accuracy from 0.598/0.564/0.529 to 0.676/0.637/0.598
    • Lee Enfield Damage from 16 to 14
    • Received Accuracy from 0.8 to 0.9
    • Squad models gain 0.89 Received Accuracy when in cover. Restores original value back to 0.8
    • Assault Tommy Upgrade removes the cover bonus and grants it as a passive instead; upgraded Received Accuracy Bonus from 0.95 to 0.8444.
    • Pyrotechnics Supplies upgrade sight range from 50 to 42


    In order to counteract the slightly reduced performance of Infantry Sections and improve UKF build diversity, the Vickers HMG suppression has been increased.

    • Suppression from 0.00785 to 0.008


    The British .50cal Sniper had a disproportionately long aim time compared to the other snipers. The aim time has been standardized to match the others, to make the British sniper less frustrating to use. Rate of fire between shots remains slower than other snipers as intended.

    • Ready aim-time from 1.5 to 1.
    • Wind down increased from 4 to 5.25.


    The Comet underperforms in its role as a premium late game tank due to lack of combat scaling and weak anti-infantry capabilities outside White Phosphorus shells. These issues have been addressed with the changes below.

    • Manpower cost from 500 to 480
    • Scatter from 7.5 to 5.25
    • AOE damage from 1/0.4/0.2 to 0.75/0.4/0.2
    • AOE distance from 0.25/1/1.5 to 0/1.15/2.5
    • Veterancy 3 now speeds up reload by 20%
    • Now has Heavy Crush


    We feel that the Cromwell does not stand out compared to other medium tanks for its price. To reinforce its role as a fast cruiser tank, we are slightly increasing its mobility and survivability.

    • Acceleration from 2.6 to 3
    • Target size from 22 to 20

    Sherman Firefly

    We believe that the Firefly performs well as a tank destroyer, but is slightly too expensive for its low rate of fire and mediocre mobility.

    • Fuel cost from 155 to 145
    • 60-Pound Tulip Rockets upgrade cost from 50 to 30; firing cost remains the same.

    Churchill Mk.VII

    Because of its grenade ability and high health, the Churchill Mk.VII has been slightly overperforming when used against anti-tank guns or when deployed in numbers. In order to make the unit less effective in either scenario, the following changes have been made:

    • Population from 16 to 19.
    • Grenade ability moved from veterancy 0 to veterancy 1.
    • Fuel cost from 160 to 165


    All emplacements can now be torn down by Royal Engineers once they no longer serve their initial purpose, to free up population cap for other units. This should allow British players to deploy emplacements in locations as needed without them eventually becoming a liability.

    • Deconstruct Emplacement ability added to Royal Engineers; allows Engineers to remove owned Emplacements after 15 seconds. Emplacement weapons are disabled during the duration
    • Refunds 100 manpower upon completion

    Churchill Crocodile / Churchill AVRE

    • CP requirement to 9 CP; both require either Anvil Tactics or Hammer Tactics to be called in

    Advanced Emplacements Regiment

    • Forward Assembly Repair Sapper range from 30 to 20
    • Repair Sappers should no longer instantly respawn if killed
    • Advanced Fortifications upgrade cost from 70 munition to 100 manpower and 10 fuel


    The following changes are designed to give the Bofors less alpha strike damage versus light vehicles, while remaining very effective at stopping infantry assaults.

    • AOE from 1 to 1.5
    • Rate of fire from 4 to 2
    • Reload time from 1.5/2 to 1
    • Reload frequency from 1 to 2
    • Suppression from 0.0006 to 0.0015
    • Nearby suppression radius from 0.8 to 1
    • AOE suppression from 0.1 to 0.75
    • Target suppressed suppression multiplier from 0.5 to 1



    Riflemen are solid infantry that scale well, but we would like to put more emphasis on their mid-to-short range capabilities versus those of the long-range focused Axis squads. Their near range has been increased to slightly improve their performance between 3 - 16m.

    • M1 Garand Near range from 3 to 6; affects USF Officer squad members

    Chart amended from

    Riflemen Flares

    The cost of flares is being matched to those used by units such as Panzerfusiliers to incentivise its use.

    • Cost from 40 to 35

    Rear Echelon Troops

    Previously, Rear Echelon carbines were far too inaccurate, yet dealt somewhat high damage. This made them unreliable in most cases, even at point-blank. To make their carbines perform more consistently, damage has been reduced while accuracy has been increased.

    • M1 Carbine damage from 10 to 8
    • M1 Carbine accuracy from 0.403/0.288/0.23 to 0.51/0.3456/0.276


    We think the Jackson is slightly overperforming for its cost, but we also recognize it is the backbone of USF's late game anti-tank. Fuel cost has been slightly increased to better match its performance.

    • Fuel cost from 140 to 145

    M8 Scott

    The M8 Scott is having its rate of fire reduced as it dealt too much damage for the lack of input required. In return, the unit is having its barrage times reduced to reward those who use its abilities.

    • Auto-fire reload from 2.75/2.9 to 3.5/3.65
    • HE barrage recharge from 75 to 55
    • Smoke barrage recharge from 60 to 45

    Pak Howitzer

    Similar to the M8 Scott, we felt that the Pak Howitzer performed too well when given minimal input. This has been toned down slightly by increasing its low scatter during auto-attack. To compensate, barrages will be more readily available.

    • Auto-fire scatter from 6 to 8.5
    • HE, HEAT, and WHite Phosphorous barrage recharge time from 60 to 50.

    M21 Mortar Halftrack

    The White Phosphorus shells dealt too much damage for how cheap the ability was. The shells have been adjusted to deal less damage over time.

    • DOT Frequency tick rate from 0.2 to 0.5

    M4 Sherman 105mm Dozer

    Like many other call-ins, the M4 105mm Dozer now requires tech to be built. In return, its CP requirements have been reduced to reward those who tech.

    • Now requires Major tech
    • CP requirement from 10 to 6

    M26 Pershing

    With the requirement of tech, the Pershing has received a durability adjustment to improve its survivability. The unit now has more hitpoints, but has reduced frontal armor. The anti-infantry performance of its main gun has also been standardized with all other heavy tanks, although it will still deal the most damage.

    • Now requires Major Dispatched to be deployed
    • CP requirement to 9 from 13.
    • Armour from 300 to 270
    • Health from 800 to 960
    • AOE distance from 0.75/1.5/2.25 to 0.25/1.25/3.25
    • AOE damage from 1/0.4/0.2 to 0.75/0.375/0.175
    • Veterancy 3 reload from -50% to -30%
    • HVAP shot from 90 to 50 Munitions

    Time On Target

    In order to make this ability destroy enemy howitzers or other stationary defenses reliably, changes have been made to the last three shells to ensure they land directly in the center of the ability.

    • Final 3 shells no longer scatter.

    Rifle Company

    We felt that Rifle Company was underused because it had some very mediocre abilities out-weighed the benefits of the good ones. Small changes to the doctrine have been made to make the commander a more attractive choice.

    • ‘Fire Up!’ ability exhaustion debuff removed
    • Riflemen Flares have been merged with Flamethrower slot; ability is now called 'Advanced Infantry Equipment'
    • Riflemen Field Defenses added to the doctrine.

    Riflemen Field Defenses

    The speed of mines being planted by Riflemen is being increased to be quicker.

    • Riflemen M6 Mine max number of engineers from 2 to 4

    Paratroopers / Paratroopers Support Squad

    Paratroopers are receiving some minor changes to further solidify their performance. Some of their received accuracy from veterancy is being moved into their target size to improve their survivability when they first arrive. Demo charges will also destroy full health team weapons, allowing Paratroopers to deny them.

    • Paratrooper Timed Demolition Charges are now guaranteed to destroy abandoned team weapons
    • Target size from 1.0 to 0.95
    • Veterancy 3 Received Accuracy bonus from -29% to -25.3%


    Leichte Mechanized Kompanie

    Ostheer tech is more manpower demanding than other factions as the faction is required to tech up battlephases and then build its structures. The following change is designed to alleviate this and allow Ostheer to field Lieichte Mechanized Kompanie units sooner.

    • Manpower cost from 200 to 100


    In order to give the Eastern Front factions repair times that are more in line with those of the Western Front armies, the minesweeper upgrade on Pioneer squads will now give additional repair speed.

    • Minesweeper upgrade now improves repair speed by 0.3 per model


    We think Grenadiers are well-priced for their combat performance, but with only 4 models and reliance on being stationary to deal damage, it made them very susceptible to artillery and AOE attacks. Their veterancy has been adjusted to allow late game Grenadiers to resist explosives better, while retaining their current survivability against small-arms.

    • Veterancy 3 -23% Received Accuracy replaced by -20% damage reduction

    GrW 34 Mortar

    The Counter Barrage ability is having its ranged increased to allow mortars to engage targets that would attack forward elements of the Ostheer line and not just the mortar itself.

    • Counter Barrage range from 80 to 100

    Sd.Kfz. 222

    The coaxial machine gun of the 222 is having its penetration values increased to match the OKW Sd.Kfz. 221/223.

    • Coaxial MG penetration from 1/1/1 to 1.3/1.2/1.1

    Sd.Kfz. 251 Halftrack

    We would like to make the unupgraded Sd.Kfz. 251 Halftrack more integrated into Ostheer’s core support weapons and combined arms gameplay. An increases in sight range will allow it to spot for team weapons, while in-hold healing will allow the smaller Ostheer squads greater field presence. Its new veteran ability will also allow the Half-Track to lay mines that can help blunt incoming attacks.

    • Sight range from 35 to 42
    • Flame Projectors upgrade reduces sight range back to 35
    • Infantry squads that are garrisoned inside the halftrack’s hold will heal 0.4 health per second. Healing is disabled when the halftrack is in combat.
    • Sight range multiplier from the Spotting Scope upgrade has been reduced to 1.667 when not upgraded with Flame Projectors.
    • Veterancy 1 Infantry Awareness replaced by Schu Mine. Allows the Half-track to plant a Schu Mine for 30 munitions. 10 second plant time.

    Panzergrenadier and Stormtrooper G43s

    G43s for Stormtroopers and Panzergrenadiers are being improved to improve their capabilities at longer ranges.

    • Panzergrenadier G43 cost from 25 to 50.
    • G43 Mid accuracy from 0.624 to 0.65.
    • G43 far accuracy from 0.564 to 0.61.
    • G43 Far cooldown from 1.5 to 1.
    • G43 Far aim time from 3 to 2.75.

    Bunker MG 42 upgrade

    The MG 42 upgrade’s sight range is being reduced to be slightly below its firing range as its role is to deny attacks into key areas or support a defensive line.

    • Bunker MG sight bonus from 25 to 5; total sight from 55 to 40

    Tiger I

    Along with the changes to heavy tanks, the Tiger is receive adjustments to its main gun. The Tiger is the most accurate of the heavy tanks against infantry with a high rate of fire, but lacks raw AOE power. Veterancy requirements have also been reduced to help the Tiger into later stages of the game.

    • CP requirement from 13 to 9; now requires Battlephase 3 researched to be deployed.
    • AOE distance from 1/1.75/2.625 to 0.25/1.5/3
    • AOE damage from 1/0.15/0.05 to 1/0.25/0.15
    • Scatter angle from 7.5 to 4.75.
    • Veterancy requirements from 3440/6880/13760 to 3090/6180/12360

    StuG Ausf. E

    The StuG E is being moved into tech like other call-in vehicles. In return, we have reduced the amount of CPs to compensate to encourage teching.

    • CP requirement from 7 to 5
    • Now requires Battlephase 2

    Spotting scopes

    An activiation delay has been added to spotting scopes as the immediate vision boost allowed vehicles to quickly get shots off on targets outside of their sight range almost immediately.

    • 1.5 delay before sight range is increased

    Supply Drop - Osttruppen Doctrine

    The weapon drop has been slightly reduced in cost, in order to better match costs with similar weapon drops like those in USF Airborne Company. CP timing has also been adjusted.

    • CP requirement from 4 to 3
    • Manpower cost from 450 to 400

    Command Panzer IV

    The Command Panzer IV will now require either tier 3 or tier 4 in order to be called in. Additionally there will be some changes to its performance.

    • CP requirement from 9 to 7; now requires either Support Armor Korps or Heavy Panzer Korps built in order to be deployed.
    • Fuel cost from 125 to 100
    • Aura damage reduction modifier from 0.8 to 0.9, as previously intended.

    Jaeger Command Squad

    The CP timing of this unit has been adjusted to better match the power of other units arriving at this time.

    • CP requirement from 3 to 2

    Target Weak Point Ability

    In order to make the Target Weak Point abilities less confusing, as they have different effects on different units, the ability has been renamed on several units to help distinguish them. New icons will be placed later for clarity.

    • StuG III ausf. E. and and StuG III ausf G “Target Weak Point” renamed to “HEAT Shell’’
    • Sd.Kfz. 234/2 Puma’s ‘Target Weak Point’ replaced with OKW Puma ’Aimed Shot’ ability.

    Sdf.Kfz 250 Mortart Half-Track

    Adjustments have been made to the mortar half-tracks abilities to improve its ability at area denial and countering hostile indirect-fire.

    • Incendiary Barrage now matches those fired by the LeIG. Fires 4 rounds over the target area
    • Incendiary Barrage cost from 45 to 35
    • Counter Barrage range from 80 to 100


    Support Weapon Kampaneya

    The cost of the structure has been reduced to improve its pick rate over the Special Rifle Command as a starting building, and make back-teching for team weapons slightly cheaper.

    • Fuel cost from 20 to 15

    Conscripts Mobilize Reserves - 7th man upgrade

    Due to popular sentiment on this upgrade arriving too late, we are allowing players the option to invest in their Conscripts sooner at the cost of additional resources. If players do not want to invest in Conscripts heavily or are looking to rush into medium tanks with Conscript support, Mechanized Armor Kampaneya unlocks the upgrade as normal.

    • Can be purchased once Tankoviy Battalion Command is deployed for 100 manpower and 20 fuel; requires Molotov and AT Grenade tech to be researched.
    • Automatically grants for free if Mechanized Armor Kampaneya is built


    The Maxim is having its performance improved against groups of massed infantry, while retaining its current performance against individual squads. These changes will allow a Maxim to suppress multiple squads faster and in a larger radius.

    • Nearby suppression radius from 13 to 15
    • Nearby suppression multiplier from 1 to 1.1

    Combat Engineers

    In order to give the Eastern factions repair times that are more in line with those of the Western front armies, the minesweeper upgrade on Combat Engineer squads will now give additional repair speed. Furthermore, Combat Engineers are having their Mosin Nagants match those of Conscripts to improve their reliability in combat.

    • Damage from 16 to 12
    • Accuracy from 0.518/0.449/0.334 to 0.757/0.660/0.557
    • Minesweeper upgrade now improves repair speed by 0.3 per model

    Airborne Guards

    We are reducing the drop-rate on the DP-28 due to how quickly they can drop their weapons when the squad losses members.

    • Airbourne DP-28 drop rate from 0.33 to 0.1

    ZiS-3 and SU-76 76mm HE Barrage

    The barrage ability on the ZiS-3 and SU-76 has been changed to have reduced raw killing power and deal more reliable health damage instead.

    • HE Barrage AOE damage from 1/0.15/0.125 to 1/0.375/0.125
    • HE Barrage AOE distance from 1.5/3/4.5 to 0/3/5

    Guards Rifle ‘Hit The Dirt!’ Ability

    Ability renamed to prevent confusion with Conscript Assault Package’s “Hit The Dirt!” ability, since either ability has different effects.

    • Guards ‘Hit The Dirt!’ ability renamed to ‘Firing Positions’

    Conscript Assault Package

    Doctrinal PPSh-41 upgrade for Conscripts has been changed to be available earlier to match other weapon upgrades.

    • CP requirement from 3 to 2


    The grenade cooldown on Shocktroopers is being increased to reduce how quickly the unit can use its abilities during combat. This was particularly noticeable with their veterancy 1 bonus that improves their grenade cooldowns.

    • Frag and Smoke cooldown from 20 to 28

    Assault Guards

    Due to popular demand, we are giving Assault Guards Thompson SMGs. These changes in performance will better reflect the cost and timing of the Half-Track Assault Group.

    • Comes equipped with 3 Thompson submachine guns in addition to their SVTs
    • PPSh-41s removed

    Partisan Troops

    Partisan units have received several changes to solidify their role as infiltration, harrasment, and ambush infantry.

    • Sight from 35 to 42
    • Capture/Decapture rate from 1 to 1.25.
    • +50% first-strike accuracy modifier at veterancy 2 when attacking from stealth.
    • Veterancy 1 now gives a Concussive Trap ability that can be planted on captured territory points. 10 munitions. Temporarily stuns an enemy squad that enters the capture circle. Trap takes 10 seconds to plant.

    Partisan Tank Hunters

    Reinforcement cost and timing reduced to match those of anti-infantry Partisans.

    • Partisans reinforce cost from 33 to 26.
    • AT Partisan reinforce time from 7 to 5.
    • Affected by Partisan changes above.


    The KV-1 has received changes to make it better suited as a defensive tank at later levels of veterancy, and threaten infantry that attempt to bypass the tank.

    • Added Hulldown mode for veterancy 1
    • Hulldown grants -15% reload time, and -20% received damage
    • Increased performance on the hull and coaxial machine guns to match those of the T-34/76


    Along with the heavy tank changes, the IS-2's gun has been altered to have the largest AOE out of all heavy tanks, but is the least accurate and slowest to fire. Furthermore, veterancy 1 has been changed to improve its role at smashing team weapons and groups of infantry. CP requirement is higher than the Tiger due to its heavier armor.

    • CP requirement to 10. Now requires Mechanized Armor Kampenya to be deployed.
    • Scatter from 7.5 to 5.75
    • AOE from 4 to 5
    • AOE distance from 1/2/3 to 0.25/1/3
    • AOE damage from 1/0.35/1 to 1/0.35/0.175
    • Fragmentation shell replaces veterancy 1 ‘Capture Point’ ability. Range 40. 45 Munitions
    • AOE of 8.
    • AOE damage 1/0.5/0.2
    • AOE distance 0.15/2/8
    • Deals 120 damage
    • Deals a mini-stun critical to vehicles on hit or deflection.


    Like all heavy tanks, the KV-2 has been adjusted to require teching in exchange for lower CP requirements.

    • CP requirement to 10 CP. Now requires Mechanized Armor Kampenya.

    Defensive Tactics

    To improve the viability of this commander, two of the commander's abilities are being merged to make room for Anti-Tank Overwatch. This will give the commander improved performance in the late game.

    • Tank Traps and PMD Mines abilities have been merged
    • Anti-Tank Overwatch ability added


    • Fixed an issue where the M4C and M4A3 76mm moving scatter did not match those of other Sherman variants
    • Fixed an issue where 'See the World, They Said!' bulletin did not properly reduce weapon cooldown
    • Fixed an issue where Panzerfusilier single Panzerschrecks was available for purchase when G43s were being upgrade
    • Fixed an issue where the Pack Howitzer barrage dealt less damage to units in light cover over auto-fire
    • Fixed an issue where the 250 Half-Tracks did not have Hand-Brake commands or obeyed them
    • Fixed an issue where the Hetzer did not have the Hold-Fire command
    • Fixed an issue where the Ostheer Puma dealt less damage than the OKW Puma at veterancy 3
    • Fixed an issue where the Ostheer Puma movement stats did not match the OKW Puma
    • Fixed an issue where the Assault Grenadier deployment ability did not start its recharge until a commander was chosen like other call-in abilities.
    • Fixed an issue where UKF players could not use the Command Vehicle ability if the command vehicle was abandoned
    • Fixed an issue where the 251 gained a sight bonus when in 'Observation Mode'
    • Fixed an issue where OKW Flare Traps generated negative cover; finally
    • Fixed an issue where certain demo charges created heavy cover
    • Fixed an issue where skins did not apply to the USF M10
    • Fixed an issue where Forward Assembly Repair Sappers respawned instantly
    • Fixed an issue where Panzergrenadiers could get stuck during their 'Mark Target' ability when used on retreating units
    • Fixed an issue where Volksgrenadier healing was enabled at veterancy 4 rather than veterancy 5
    • Fixed an issue where the Wehrmacht Mortar used in the incorrect weapon during counter barrage
    • UI Fixes and adjustments

    Changes since 1.3


    • Decrease Health from 1280 to 1120
    • Decrease Range from 80 to 70 (as ele)
    • Increase Accuracy small higher than ele
    • Decrease Armor from 525 to 450 (more than ele)
    • Decrease fuelcost to 260
    • Decrease popcap from 23 to 22
    • Increase Gun traverse / horizontal speed from 6 to 12 (less than ele)
    • Increase Accel from 0.5 to 1.2 (less than ele)
    • Increase Rotation from 12 to 16 (same as Elefant, but Ele has -15/15 gun traverse while JT only has -8/8)
    • Decrease Aoe from 3.008 to 0.294 (as Ele)
    • Increase Hull MG to the lv from Ele
    • Replace vet 5 ( it does nothing, because there is no stun anymore)
    • Piercing Shell Cost from 90 to 70
    • Accuracy to 0.06/0.05/0.035


    In order to maintian the Perhings role as the most lethal anti infantry havy tank, we have added the following change to it's near AOE.

    • Near AOE from 0 to 0.25

    Mobilize Reserves

    • Now unlocks after tier 4, while remaining an option for earlier purchase.
  • #162
    3 years ago
    Andy_REAndy_RE Posts: 299 admin


    Note - future balance tuning will happen in a later mini patch once the community has had time to adapt and objectively assess the live changes.

    This hotfix is for problem bugs only.


    • Fixed issue where OKW Assault Artillery could be targeted in fog of war
    • Fixed an issue where ISU-152 could not be called in. Now requires Mechanized Armor Kampaneya as intended
    • Fixed an issue where Sappers would repair any item as default action
    • Fixed an issue where Comet pathing type was not set to heavy crush
    • Fixed an issue where Sturmtiger pathing type was not set to heavy crush
    • Jagdtiger range reduced to 70 as intended (was still set to 80)
    • Fixed an issue where the Priest was firing extra shells
    • Reduced timing on Panzer Authorization upgrade from 45 to 15, as originally intended
    • Reverted changes to Panzerfusilier weapon upgrade requirements, that were allowing for mixed G43 and Panzershrecked squads
  • #163
    3 years ago
    Andy_REAndy_RE Posts: 299 admin


    • Fixed issue with Company of Heroes Campaign Mission 8 where the Tiger would not spawn or would spawn decrewed.
  • #164
    3 years ago
    Andy_REAndy_RE Posts: 299 admin
    edited September 2019




    • Fixed issue where falls were receiving first strike bonus at Veterancy 2 as opposed to Veterancy 5
    • Cost increased to 340 from 320
    • Falls veterancy requirements increased to: 750/1500/3000/3900/5010

    Valiant Assault

    • Troops will no longer sprint when in combat (This change will also apply to For Mother Russia in the next mini patch)


    • Resolved bug with UKF Command Vehicle abandon.
    • Fixed issue with Scavenge Doctrine thorough salvage
    • Jagdtiger will now only require Panzer Authorization as originally intended
    • Resolved Command Panther requirements conflict, unit can now be called in
    • Terror Officer will now receive shared veterancy as intended
    • Fixed hotkey conflict issues with Panzergrenadiers
    • 250 half-tracks should now have hold fire ability
  • #166
    3 years ago
    Andy_REAndy_RE Posts: 299 admin
    edited October 2019

    OCT 8TH 2019 - Hotfix

    • Bugfix for broken minimap on Kholodny Ferma

    Update - The wrong version of this map is currently live. This map will not be used for the first round of the tournament.

  • #167
    3 years ago
    Andy_REAndy_RE Posts: 299 admin
    edited October 2019

    OCT 23RD 2019 - Mini Map update

    • New version of Kholodny Ferma now live
    • Minor bug fix to Nexus
  • #168
    3 years ago
    Andy_REAndy_RE Posts: 299 admin
    edited December 2019

    November 1st Community Map Update


    • 1v1 - Bayeux – Created by Spanky
    • 1v1 - Novgorod Outskirts – Created by Rosbone
    • 3v3 and 4v4 – Whiteball Express – Created by Rosbone, Sturmpanther, and Sander93
    • 4v4 – Road to Arnhem – Created by Rosbone, Sturmpanther, and Sander93



    • Westwall


    • Ponary Forest
    • Bialystok Market



    • Nexus – Major rework by Whiteflash with input from A_E to make this map ready for tournament level play (Already updated in recent mini patch)
    • Langreskaya – Major rework by Wuff with input from Sturmpanther to improve this map for tournament level play (Already updated in recent mini patch)
    • Kholodny Ferma Summer – Rework by Whiteflash and Sturmpanther to improve this map for tournament level play (Already updated in recent mini patch)
    • Faymonville Approach – Major rework by Rosbone and Sturmpanther with input from A_E to improve this map for tournament level play (Already updated in recent mini patch)
    • Angoville – Major rework by Rosbone and Sturmpanther
    • Crossing in the Woods – Rework by Rosbone and Sturmpanther
    • Arnhem Checkpoint – Major rework by Rosbone and Sturmpanther


    • Fields of Winnekendonk – Rework by Siphon X.
    • Eindhoven Country – Rework by Rosbone and Sturmpanther
    • Alliance of Defiance – Rework by Whiteflash
    • Crossing in the Woods – Rework by Rosbone and Sturmpanther


    • Across the Rhein – Rework by Rosbone and Sturmpanther
    • Angermunde – Rework by Rosbone and Sturmpanther
    • Essen Steelwork – Major rework by Rosbone and Sturmpanther
    • Ettelbruck Station – Major rework by Rosbone and Sturmpanther
    • Fields of Winnekendonk – Rework by Siphon X.
    • General Mud – Major rework by Rosbone and Sturmpanther (dedicated 3v3 version created)
    • Hill 400 – Rework by Rosbone and Sturmpanther (dedicated 3v3 version created)
    • Lienne Forest – Major rework by Rosbone and Sturmpanther
    • Oka River – Major rework by Rosbone and Sturmpanther
    • Port of Hamburg – Major rework by Rosbone and Sturmpanther
    • Rhzev Winter – Rework by Rosone and Sturmpanther
    • Redball Express – Major rework by Rosbone and Sturmpanther
    • Steppes – Rework by Rosbone and Sturmpanther


    • City 17 – Rework by Rosbone and Sturmpanther
    • Essen Steelworks – Major rework by Rosbone and Sturmpanther (same version as 3v3)
    • General Mud – Major rework by Rosbone and Sturmpanther
    • Hill 400 – Rework by Rosbone and Sturmpanther
    • Lazeranth Ambush – Major rework by Rosbone and Sturmpanther
    • Lienne Forest – Major rework by Rosbone and Sturmpanther (same version as 3v3)
    • Lorch Assault – Rework by Rosbone and Sturmpanther
    • Port of Hamburg – Major rework by Rosbone and Sturmpanther
    • Redball Express – Rework by Rosbone and Sturmpanther (same as 3v3 version)
    • Steppe – Rework by Rosbone and Sturmpanther (Same as 3v3 version)
  • #169
    3 years ago
    Andy_REAndy_RE Posts: 299 admin
    edited December 2019

    Dec 4th - Christmas (Sort of) Mini Community Map Update

    Snow is falling... all around us.... Soviets slayyying.... having fun! Tis the season.... war and much comandinnnng, merry Christmas... everyone!

    Awesome community members strike again! This time, map maestro MononlithicBacon brings us a brand new winter (AKA Christmas) 4v4 Map called Nordwind, for all to enjoy!

    Not only that, but intrepid mappers Rosbone and Sturmpanther have been busy bug fixing and balancing various maps from the November update. You can see the full list of changes below.

    MonolithicBacon's new map has been specifically designed with no deep snow, and limited snow FX, so that performance will be much better for all players compared to other winter maps.

    Here are a couple of screenshots to whet your appetites.


    New Map

    • Nordwind - 4v4 Map by MonolithicBacon. Credit to Sturmpanther, Sander93, and Redt3rror for their input throughout the process.

    Map fixes and Balancing (By Rosbone and Sturmpanther)


    • Arnheim Checkpoint - Updated to correct version.
    • Crossing in the Woods - Balance changes and correct minimaps restored
    • Novogrod Outskirsts - Fixed winter skins for units


    • Crossing in the Woods - Balance changes and correct minimaps restored
    • Fields of Winnekendonk - Bug fixed, returns to automatch


    • Angermude - Small bugfix
    • General Mud - Updated so that 3v3 version has fixed spawns
    • Fields of Winnekendonk - Bug fixed, returns to automatch


    • Road to Arnheim - Middle area balance adjustments
    • Hill 400 - Bug fixed, returns to automatch
  • #170
    3 years ago
    Andy_REAndy_RE Posts: 299 admin
    edited December 2019

    Dec 11th - Another Mini Chrismas Map Update

    New Map

    Crossroads Winter - New 1v1 Map by Whitelflash

    This time, Whiteflash brings the festive cheer with an interesting twist on his extremely popular 1v1 staple, Crossroads.

    Crossroads Winter isn't just a winter reskin, there are some cool design changes that will make the map different to play, while maintaining the competitive excellence that Crossroads is known for.


    • Minor Bugfixing to 4v4 Map Nordwind
  • #171
    2 years ago
    Andy_REAndy_RE Posts: 299 admin
    edited April 2020

    The Winter Balance Patch is now live!

    A massive thanks to the wider community for engaging in discussion, testing mods, and providing feedback. Much of this update is informed by community input, and we're confident that this patch will freshen up the game and result in a more enjoyable experience overall! Again, thanks for your continued passion.

    A special thanks to Miragefla and Sander93 is in order. Aside from being leading contributors to the overall balance team process, they've taken on a lot of additional responsibility and dedicated a tonne of personal time to this patch. Shout out to Miragefla for extensive mod building, technical support, bug fixing, and patch implementation. Shout out to Sander93 for meticulously organizing and leading the testing process both in the mod and live build process, as well as acting as the internal coordinator, and external spokesperson.

    Of course, a big thanks to the rest of the community balance team; Reporogue, Sturmpanther, Tightrope, Jae4Jett and support modders Nachocheese and Janne252. For the fourth major patch in a row, these chaps once again dedicated a lot of time and energy reading comments, discussing problems, and proposing soloutions. Here here!

    Finally, big props to Osinyagov, Kasarov, and Sneakeye for UI art support, as well as for valuable testing input. Additionally, Sneakeye also provided a couple of nifty technical solutions for the update.



    In order to stop players from calling on heavy armor immediately after it is destroyed, all heavy tanks, heavy tank destroyers, and heavy assault guns now have the following:

    • Recharge standardized to 3 minutes
    • Cooldown on ability now starts upon death of the heavy tank
      *Special thanks to community modder Sneakeye for providing the solution for this implementation.

    Tiger - All variants

    Due to the Tiger's low scatter and rate of fire, we are adjusting the unit's veterancy bonuses and AOE to make the Tiger less potent against infantry. In return, it will be gaining increased traverse speed with veterancy to compensate.

    • CP requirement from 9 to 12
    • AOE damage from 1/0.25/0.15 to 0.75/0.25/0.15
    • AOE distance from 0.25/1.5/3 to 0/1/3
    • Veterancy 2 now adds +30% turret traverse speed
    • Veterancy 2 scatter bonus removed

    Command Tiger - OKW

    The Command Tiger for OKW is seeing one of its upgrades removed due to how potent the mobile Tiger is when self-spotting and calling down artillery when encountering anti-tank guns. In return we are removing one of the penalties of its 'Command Tiger' ability, to encourage its use.

    • Command Tiger accuracy penalty during 'Command Tiger'ability removed
    • Panzer Commander removed from the OKW Tiger


    The high armor of the IS-2 is being reduced slightly to allow Axis tank destroyers such as the StuG G, Jagdpanzer IV, and anti-tank guns to better counter this heavy tank. Its AOE damage is also being reduced due to how powerful heavy tanks currently are against all infantry types.

    • CP requirement from 9 to 12
    • IS-2 Armor from 375 to 340
    • AOE damage from 1/0.35/0.175 to 0.75/0.35/0.175
    • AOE distance from 0/1.35/3 to 0/0.85/3


    We are reducing the AOE damage on the Pershing as a general reduction amongst the majority of heavy tanks.

    • CP requirement from 9 to 12
    • Pershing Manpower cost from 600 to 640; brings it in line with other heavy tanks.
    • AOE damage near from 1/0.4/0.175 to 0.75/0.4/0.175
    • AOE distance from 0.25/1.5/3.25 to 0/1/3.25


    The KV-2 is getting some minor mobility buffs at veterancy 3 to have some of its bonuses become more in-line with other heavy tanks.

    • CP requirement from 9 to 12
    • Now gains +25% rotation rate, and +20% acceleration/deceleration at veterancy 3 in addition to its 160 health increase

    Churchill Crocodile

    • CP requirement from 9 to 12

    Generalist Medium Tanks

    In order to make generalist medium tanks more viable, we are lowering their target size to make them more difficult to hit. The changes will not apply to Tank Destroyers and specialist vehicles based on a medium tank chassis. Units like the Sherman Firefly and Sherman 105mm will remain the same due to their role.

    These changes should reduce the chance to get hit by 7-10 percentage points from medium to far range - ex: an 88% chance to get hit becomes an 80% chance.

    Panzer IV, Panzer IV Command Tank, and Panzer IV J

    • Target size from 22 to 20

    Sherman M4A3, Sherman M4A3 (76), Sherman M4A3E8

    • Target size from 23 to 21
    • Mechanized and Urban Assault Dozer upgrade returns the value back to 23

    T34/76 and T34/85

    • Target size from 22 to 20


    Because of the above changes, the Cromwell is losing its target size advantage over other medium tanks. This is being compensated by increasing the power of its MGs to be on-par with the Panzer IV's hull and coaxial, improving its anti-infantry effectiveness.

    • MG cooldown duration from 2/3 to 2/2.5
    • MG far cooldown from 1.5 to 1
    • MG mid cooldown from 1 to 0.85
    • MG far accuracy from 0.35 to 0.4
    • MG mid accuracy from 0.55 to 0.575


    Infantry Sections

    Overall sentiment suggests Tommies are too punishing to use, especially in fights where they need to maneuver. These changes are designed to make them less difficult to use in the open and on the move, while keeping their overall power level relatively the same.

    Additionally, in order to give the UKF an easier time to engage static defenses, the Pyrotechnics upgrade has received an off-map smoke barrage ability, allowing UKF players the ability to bypass defenses during assaults.

    • Lee Enfield moving accuracy from 0.35 to 0.5
    • Pyrotechnics unlocks 'Off-Map Smoke Barrage'. 25 munitions. Smoke comes from off-map after a 3 second delay; has cooldown is shared amongst all Infantry Sections. Same range as Tommy Artillery Flares.
    • Target size from 0.9 to 0.85; target size in cover remains the same at 0.8
    • Lend Lease Regiment Assault Section upgrade removed (see below).

    Assault Infantry Section (Assault Section Package)

    In order to give the UKF more starting build options, particularly in urban maps, Assault Sections have been reworked as a separate call-in squad:

    • Now an infantry call-in for 280 manpower for 0 CPs
    • Automatically starts as a 5 men squad; not affected by bolster
    • Target size 1
    • Equipped with 5x Stens; same stats as Assault Engineer M3 Grease Guns
    • 2x Thompsons Package now unlocks White Phosphorous Grenade; survivability bonus moved to veterancy
    • Veterancy reworked:
      Veterancy 1: -25% recharge on all grenades, -10% Received Accuracy
      Veterancy 2: -29% Received Accuracy, -25% Weapon Cooldown
      Veterancy 3: +30% Weapon Accuracy, -5 munitions to Mill Bomb and No.77 WP Grenade cost.

    Tank Hunter Infantry Section

    Tank Hunter Sections will now be deployed with 5 models due to their CP and cost requirements. Furthermore, they can now be upgraded with PIATs to increase their effectiveness against tanks in the mid-to-late game.

    • Now automatically starts as a 5 men squad; not affected by bolster.
    • Can now replace their Boys AT Rifles with PIATs for 70 munitions.
    • PIAT upgrade removes the out-of-cover penalty to cooldown and reload.

    British Platoon and Company Command

    To put their CP gain on-par with other factions, UKF will now gain CPs upon teching up.

    • Now grants half a CP upon completion.

    Assault Officer (Previously Was Airlanding Officer)

    The Brits lack a dedicated close quarters squad. In order to mitigate this somewhat, we have repurposed the underused Airlanding Officer into an offensive utility option for this period of the game. This should give Brit players the ability to handle close-quarters situations, but only comes in limited numbers. His Recon Run ability is also being increased in cost to match his USF counterpart.

    • Now Available at the Platoon Command Post; limited to 1
    • Population from 9 to 8
    • Cost from 280 to 320
    • Reinforce cost from 35 to 30
    • Bodyguards switched to Tommies with Unsilenced Sten Guns, same stats as Commandos, but deals slightly more DPS at mid-range.
    • Heroic Charge now functions similar to Captain’s On Me in terms of functionality; Unit will sprint, gain -20% Received Accuracy and +20% Weapon accuracy during its duration. Lasts 15 seconds.
    • Gains an additional (5th) soldier at veterancy 2
    • Now gains +30% weapon accuracy at veterancy 3
    • Received Accuracy bonus at veterancy 2 moved to veterancy 3
    • Self-Healing at veterancy 2 removed
    • Veterancy 3 received accuracy from -23% to -15%
    • Removed Smoke on Retreat at Veterancy 3

    Universal Carrier

    The following change has been made to make the Wasp more effective in its role of dislodging garrisoned MGs.

    • Wasp upgrade now increases armour from 5.8 to 7

    British Medic Squad

    With recent updates shifting UKF build orders more towards a varied roster of units, the average amount of Infantry Sections with the medical kits is likely to be decreased. In order to give UKF more options to fully heal their squads before sending them back into combat, a Medic Squad has been added to the HQ from the HQ Glider.

    • Now available from the HQ for 180 manpower


    • Auto Search Healing toggle now roots the squad to the target position.
    • Single target heal rate from 2 to 1

    Sexton and Valentine

    • Valentine Supercharge barrage no longer shares a cooldown with the regular barrage.
    • Valentine Coordinated Barrage from 35 to 60

    HQ Glider
    The following changes have been made to balance the removal of the Airlanding Officer. This will allow the glider to act as a forward position and also call-in team weapons as required.

    • Cost from 540 to 200
    • Can be upgraded with the Forward Retreat Point for 200 manpower; does not require the Company Command Post and unlocks 3 medics that will heal nearby units
    • Medic and Air landing Officer removed from the glider
    • No longer deploys Airlanding Officer upon landing
    • Can now train regular Vickers HMG and 6-pounder ATG squads (as well as a Commandos squad), that will spawn at the glider
    • Can now be repaired; also applies to Commando Glider

    British M5

    With the increase in UKF CP gain, we are moving the M5 back to reduce the power of the M5 Quad rush before counters are available.

    • CP requirement from 2 to 3



    -Population from 15 to 13


    In order to slightly reduce strength of the Mobilize Reserve upgrade, a number of changes have been made.

    • Mobilize Reserve reinforce reduction from 3 to 2; changes reinforce cost from 17 to 18
    • Reload cover bonus from the Mobilize Reserves has been removed.

    ZiS-3/SU-76 Barrage

    This change puts the barrage from ZiS-3 weapons inline with other direct-fire weapons and mortars that receive penalties when striking units in heavy cover.

    • Heavy cover damage modifier from 1 to 0.5

    Airborne Weapon Crate Drop

    The cost of the weapon crate is being increased to match the performance of the weapons it gives, particularly Conscripts with their SVTs.

    • Price from 45 to 60

    Airborne Guards

    Minor changes are being made to encourage the use of Airborne Guards and their SMG package.

    • Manpower cost from 380 to 360
    • Veterancy 1 Airborne Strafe from 60 munitions to 45
    • PPsH-41 upgrade now grants Tactical Assault ability; similar to Paratroopers and Stormtroopers

    For Mother Russia

    Standardization change to bring in line with other similar abilities.

    • Sprint now cancels when in combat

    Soviet HQ

    Due to the large size of the headquarters building, the search range for the medics is being increased so that squads are more likely to be within range.

    • Medic radius from 20 to 25


    Airdropped Combat Group

    • Manpower cost from 350 to 380

    Cluster Bomb

    Cluster bombs previously arrived too fast for team weapons to avoid, even if they began packing up on smaller maps. The delay has been increased to allow players to dodge out of the way.

    • Added 1 additional second to delay before the plane arrives

    USF Grenade Package unlock

    • Manpower cost from 150 to 100

    M36 Jackson

    In order to make the Jackson slightly more vulnerable to medium tanks when caught out of position, its armor has be decreased.

    • Armor from 130 to 110


    OKW Battlegroup Headquarters

    Due to the large size of the headquarters building, the search range for the medics is being increased so that squads are more likely to be within range.

    • Medic search range from 20 to 25


    • Grenade ability is now a timed passive. Automatically attacks enemies for 30 seconds
    • Grenade AOE damage from 1/0.35/0.25 to 0.75/0.4/0.25
    • Grenade AOE distance from 1.25/2.5/3.75 to 0/1.25/3.75
    • Grenade reload duration from 0 to 4

    Due to all the recent changes to all heavy tanks, the previously established restriction of mutual exclusion with the Tiger II has been removed.

    • Can now be called in if the Tiger II has already been deployed (or vice versa)


    The Jagdtiger is receiving some changes to make its cost and veterancy more in line with its recently adjusted performance.

    • Fuel cost from 260 to 245
    • Veterancy requirements from 4500/9000/18000/22500/29925 to 4050/8100/16200/20250/26932

    LE.IG/Mortar Half-Track Incendiary Barrage

    The DOT against emplacements has been slightly reduced. Previously a full salvo would almost kill an emplacement if it was at full health.

    • DOT Incendiary +25% against Commonwealth Emplacement tag removed.
    • Brings DOT damage per tick versus defenses from 4.67 to 3.75


    The increased range to AT Grenades from veterancy 2 made it too difficult to kite against Panzerfusiliers and gave them too much range against most vehicles when combined with their 5 to 6 man squad. This is being addressed. Furthermore, units will now callout Panzerfusilier grenades that are being thrown.

    • Veterancy 2 AT Grenade range boost removed
    • Fixed an issue where Panzerfusilier Grenades did not have a callout/warning when thrown.


    The Panzerfaust is being removed from Fallschirmjager to increase their vulnerability to vehicles.

    • Panzerfaust removed

    IR 251 Half-track

    Due to an unfixable bug that severely affects gameplay, the IR halftrack has been reworked. The searchlight can no longer spot enemies in the fog of war, and instead the unit will now serve as a recon tool that provides a considerable direct vision.

    • Vision now narrows to 120 degree arc when set-up and increases vision to 80
    • New ability: Detection – Spot nearby units around the half-track on the mini-map for 30 seconds. 15 munitions and 60 seconds recharge.
    • Fuel cost from 5 to 10

    OKW LeFH 18

    • Population from 15 to 13


    Heavy Panzer Korps

    In an attempt to increase the power of Ostheer's late game without increasing the power of its units, we are giving the structure a passive bonus for the army. This will reward players for teching to T4 and allow Ostheer to be more aggressive by reducing the bleed on core infantry units. The increased capture speed should also allow Ostheer players to retake sections of the map more quickly in the late game.

    • Now reduces the reinforce cost of Pioneers, Grenadiers, and Osttruppen by 2
    • Reduces the reinforce cost of all team weapons by 10%
    • Increases the capture and decapture rate of all Ostheer infantry units by 25%

    Tech Changes

    Sentiment suggests that Ostheer tier 4 is too prohibitive to use. In order to facilitate an easier transition for Ostheer T3 to T4 builds, we have implemented the following:

    • Battlephase 2 tech from 90 fuel to 105 fuel
    • Battlephase 3 tech from 25 fuel to 35
    • Support Armour Korp -T3- no longer has a fuel cost
    • Heavy Panzer Korp -T4- building no longer has a fuel cost

    Credit to Derbyhat AKA Jibberjabber for originally proposing this change.

    Pak 40

    Due to Ostheer's weakness to light vehicles, we are slightly boosting the horizontal tracking speed of the Pak 40 to allow it better track fast-moving vehicles.

    • Horizontal tracking speed from 12 to 14


    Due to its cost, lower than usual range, and casemate design, the Brummbar is having its armor nerf partially reverted to allow the unit to engage fortified positions.

    • Armour from 240 to 260

    Panzerfaust - all variants, including OKW

    The speed of the Panzerfaust projectiles being lowered as an attempt to remove the issue of Panzerfausts occasionally missing their targets.

    • Projectile speed from 55 to 25

    Fragmentation Bombs

    The following changes are in order to make fragmentation bombs less effective at the edges of the map, where they can wipe team weapons without a chance to react, while keeping their potency against targets in the center of the map.

    • Delay from 2 to 4
    • Plane speed from 175 to 275

    Ostheer LeFH 18

    • Population from 15 to 13


    • Tech requirement removed
    • Requires 5 CPs to be unlocked
    • Now requires to be built from the HQ building.

    Bug Fixes
    As always: a huge thanks to all the community members who have reported bugs so that the team could identify them and look into fixes.

    • Fixed an issue where Obersoldaten models equiped with IR STG 44s would die in a "T-pose" (special thanks to community modder Sneakeye for the solution)
    • B4 target size from 1 to 20
    • Fixed an issue where the Panzerfusilier Grenade AOE distance values were not properly set to 1/2/3
    • KV-8 45mm should now recognize prioritize vehicle commands
    • Recovery Sappers should no longer lose their minesweepers or weapons when reinforcing with multiple slot items.
    • Ostheer Medical Kits should now immediately go on recharge after use
    • Valentine should no longer reveal itself on random occasions when in Recon Mode
    • Le.FH 105mm Howitzers should now correctly have 5 levels of veterancy when recrewed by OKW
    • Sturm Offizer Forced Retreat can no longer accidentally be used on retreating units (which could double their retreat speed)
    • Ostheer Puma no longer shares the same hotkey with the 222
    • Fixed an issue where the Stuart and Greyhound 37mm had higher aim-times than other vehicles
    • Fixed an issue where the Puma Aimed Shot applied to the Crocodile’s flamethrower rather than the main gun
    • Fixed an issue where the Volksgrenadier cover sight bonus activated at veterancy 5 rather than veterancy 4
    • Fixed an issue where Assault Guards were 6 population rather than 8
    • Fixed an issue where Assault Engineers did no receive their -10% received accuracy at veterancy 1.
    • Fixed an issue where the Tiger in Mission 8 would receive heavy engine damage when recrewed
    • Fixed an issue where team weapons in the Soviet campaign would receive destroyed engine criticals
    • Fixed an issue where certain units would not receive a bazooka when picked up
    • Fixed an issue where Sappers would receive a different Bren Gun profile when picking one off the ground
    • Fixed an issue where the 6 Pounder's veterancy requirements were incorrect; was using values for the Pak 43 and not the Pak 40.
  • #172
    2 years ago
    Andy_REAndy_RE Posts: 299 admin
    edited April 2020

    Hotfix Update - April 22nd 2020

    This update is to address minor bugs and non-balance issues from the Winter Balance Patch.

    We are monitoring unit performance as well as overall player sentiment and will make any necessary minor balance adjustments in the coming weeks.

    Additionally, localization for a few non-English text strings will also be added in the near future.


    • Fixed a bug with the Soviet Zis field gun in which the gun became invincible in a certain situation. Full credit to Aerafield for reliably reproducing this bug, and to Sneak Eye for engineering a fix.
    • Added new Icons for British Assault and AT sections. Full credit to Osinyagov, Sneak Eye and Kasarov for devising these new icons based on feedback
    • Updated or fixed various icon issues which were not properly implemented in original patch
    • Fixed hotkey conflicts with Assault Tommies Thompson upgrade
    • Fixed Assault Tommy reinforce cost. Now correctly set to 28
    • Fixed incorrect speed value for Panzerfausts. Speed is now set to 15
    • Conscript 7th man upgrade now uses capeless Guards model
    • Updated SVT weapons crate to grant 60 munitions when picked up by allied players
    • Fixed requirements issue with Strategic Reserve doctrine Panzergrenadier smoke

    Localization fixes

    • Fixed Loc string text issues with British Assault Tommies
    • Fixed Loc string text issues with British Anti-Tank Tommies
    • Fixed Loc string text issues with British Officer
    • Fixed Loc string text issues with the Forward Headquarters Glider
    • Fixed Loc string text issues with Ostheer Puma
    • Fixed Loc string text issues with IR Half Track
    • Updated other localization conflicts or errors
  • #173
    2 years ago
    Andy_REAndy_RE Posts: 299 admin

    Exploit Update - May 22nd 2020

    • Update to fix a new exploit/ hack.
  • #175
    2 years ago
    Andy_REAndy_RE Posts: 299 admin
    edited January 2021

    Hotfix - Jan 25 2021

    • Sync Errors related to AMD and Intel processors playing together in the same match
    • A fix for another generalized Sync Error
    • Addition of archive.exe (for Mod tools and World Builder users)
    • A fix for a crash when applying snowcap to model without a mesh
    • Updated steam backend to install VisualC++2019 runtime distributable. Some players were unable to launch the game without this file.

    Update: A server side fix has now been deployed for leaderboards and playercards.

    We're continuing to look into other issues.

  • #176
    2 years ago
    Andy_REAndy_RE Posts: 299 admin

    Hotfix - Feb 3rd 2021

    • Fix for lobby loading delays
    • Fix for additional Sync errors
    • Map localization bug addressed (Mill road and Bocage now available)
    • Fix for Stormtrooper upgrades bug

    Additionally, we have a temporary leaderboards issue fix - Unrelated to Hotfix

    • After doing the following on Steam, leaderboards should display:
      -Steam -> Settings -> Web Browser and clear both web browser cache and cookies, then restart Steam
  • #177
    2 years ago
    JohnT_REJohnT_RE CanadaPosts: 27 admin

    The Winter Balance Patch is now live!

    A special thanks to Miragefla for leading the balance team, test mod implementation, and patch integration process.

    Of course, a big thanks to the rest of the community balance team; Sander93, Sturmpanther, Tightrope, JibberJabberJobber, Aerafield, Stark_PL, and Whorunbartertown, with mod and UI support from Osinyagov, and Janne252. These folks have invested a lot of time and effort designing, discussing, testing, and surfacing your feedback for consideration.

    A massive thanks to the wider community for engaging in discussion, testing mods, and providing feedback. Much of this update is informed by community input, and we're confident that this patch will freshen up the game and result in a more enjoyable experience overall! Again, thanks for your continued passion.

    We hope you enjoy the update.


    Main Gun Criticals

    To lessen the impact of RNG in tank engagements, the chance for a main gun critical has been reduced. This will mainly affect 160 damage sources against 640 health medium tanks.

    • Main Gun Critical now has a chance to trigger at 20% life rather than 25%

    Critical Shot and Aimed Shot against Casemate Vehicles

    Sniper Critical Shot and the Puma Aimed Shot are having their critical against casemate vehicles adjusted to be less potent, but still forces these units out of the fight for a short period of time.

    • Stun now disables weapons and reduces speed by 80% for 5 seconds rather than completely disabling the vehicle for its duration.

    Mobile AT Gun Squads

    ATG squads are being made more vulnerable to small-arms fires to make it easier for players to punish anti-tank guns that are out of position with infantry and force these units to remain further back and utilize their range advantage or be supported against assaults.

    • Now have an innate penalty of +10% received accuracy

    Infantry-Based AT Rifles - Boys AT Rifles, PTRS-41

    AT Rifles are being made more responsive, making it more difficult to dodge the opening volley and in-line with other infantry AT weapons. Furthermore, AT Rifles can now use attack ground and will have a projectile to soft counter abilities such as smoke.

    • Ready-aim time from 1.25 to 0.5
    • PTRS Rifles can now attack ground and has a projectile

    Mobile Mortar Smoke (M21, 250 Half-Track, USF/British 81mm, Soviet 82mm, Ostheer 81mm)**

    To increase the effectiveness and responsiveness of smoke barrages, the speed at which they fire shells and rotate has been adjusted. Furthermore, smoke barrages will no longer share a cooldown with the primary barrage to allow players to have on-demand smoke.

    • Infantry Mortar pivot time from 2 to 1.25
    • Smoke Barrage wind down from 2 to 0.375
    • Number of smoke shells per barrage from 3 to 4
    • Scatter bonuses at veterancy 3 no longer apply to smoke barrages
    • Smoke Barrages no longer share a cooldown with the primary barrage

    All Heavy Machine Gun Teams

    The following change will increase the durability of machine guns when they are in the open with two members of the crew standing forward to draw fire away from the gunner. We have also added a manual reload feature to the unit.

    • Formation changes; when in the open, two of the crew members will now stand slightly ahead of the MG.
    • Manual Reload added.

    All Non-Squad Based Medics

    Medics assigned to structures now have a healing aura. This will make it easier for medics to heal infantry and lessen the healing time lost by medics moving from model to model.

    • Now have a healing aura that heals 7.5% of an infantry models health per second in an area of 5m; does not stack on itself.

    All Snipers

    Snipers are receiving nerfs to their base sight to make it harder for them to spot infantry without support in the early game. This should make lone snipers have less of an impact early game, as they must get closer to their target, or have units risks themselves to enemy fire to get sight. To compensate they are receiving a slight price decrease.

    • Cost from 360 to 340
    • Sight from 45 to 40
    • Will no longer auto-target vehicles.
    • Veterancy 2 +20% sight bonus to +25%; total is now 50 from 54

    All Allied Half-tracks: M3 and M5

    The following change puts Allied half-tracks in line with the Ostheer 251. This will make these platforms more effective at projecting field control by allowing wounded infantry to heal up when onboard and increases their utility outside reinforcing squads.

    • All M3 and M5 half-tracks will now heal infantry in their hold, following the same mechanics as the 251
    • M3 Medical Crates removed

    All Panzer V Panthers and Command Panthers

    Panthers are receiving an increase to their base accuracy to improve their consistency against vehicles while retaining their slow rate of fire.

    • Panther accuracy from 0.06/0.045/0.035 to 0.065/0.05/0.04
    • All Panthers now share the same selection group

    All Sherman M2HB (All Variants)

    The pintle machine guns are being standardized amongst all the M4 Sherman variants for consistency.

    • Upgrade time standardized to 35
    • Cost standardized to 60
    • Damage profile of the 76mm M4A3 50cal standardized to the M4A3 75mm 50cal

    All Plane Crashes

    Plane crashes are having their damage against infantry reduced. This will cause considerable damage to infantry, but crashing planes should no longer be able to wipe out full health squads.

    • No longer deals an instant death critical to infantry
    • Near AOE from 1 to 0
    • Damage against infantry reduced by 66%


    Trenches are having their target size increased to make them more vulnerable to a variety of weapons such as tank guns and ATGs.

    • Target size from 2 to 17; target size no longer changes when garrisoned or ungarrisoned

    Infantry-Based Flamethrowers

    Infantry-based flamethrowers are having the number of bursts required to set a building alight reduced to make it easier to neutralize ambient buildings.

    • Number of bursts needed to set buildings alight from 30 to 15.


    Sandbags for line infantry have been adjusted to take longer to construct. A player must now give up more time to plant sandbags on key locations. The cover radius of sandbags has also been adjusted to make it easier to neutralize sandbags with wire.

    • Sandbag build time increased from 12 to 18 seconds for Infantry Sections, Riflemen, Conscripts and Volks
    • Sandbag cover radius modified decreased. Properly placed wire should now stop units from gaining heavy cover, unless they are directly against the sandbags.

    Quality of Life

    AT Vehicle and AT Gun Vehicle Prioritize (Firefly, M10, M36, SU-76, SU-85, Jagdtiger, Jagdpanzer, Elefant, StuG G, All AT Gun squads)

    A number of units will now have Prioritize Vehicle active at the start, reducing the amount of player input needed to ensure dedicated AT units do not engage infantry.

    • All AT vehicles and mobile ATG squads start with prioritize vehicle active.

    All Heavy AA Units (Bofors, 20mm Flak, Centuar, Ostwind, all anti-air Half-tracks)

    • All AA units now have the 'Prioritize Aircraft' ability: When active, the unit will only fire upon aircraft, ignoring all other targets.

    Call-In Infantry in High Resource Games

    This change puts 0 CP infantry in High Resource Games in-line with other call-in troops without affecting regular game modes.

    • All CP 0 call-in infantry can be immediately deployed at the start of the game in High Resource games.

    All Barbed Wire and Reinforced Wire

    The following change has been made to ensure engineering units do not accidently get caught in their own wire. Occassionally engineers could get caught in wire, even if they were positioned in such a way that appeared to be clear of obstacles.

    • Will now only begin blocking units when friendly models are not within 2 meters of the object.

    All Clip-Based Units and Armoured Cars; M15 AA HT, 251 Flak HT, Ostwind, M20, 222, Bofors, Flak Emplacement, Panzer II Luchs, 221, M5 Quad

    The following change will allow players to ensure these units have their clip-based weapons fully loaded without needing to force attack or attack ground.

    -Manual Reload added.

    Formation Changes

    • The following squads have had their formation changed to the Infantry Section formation: Assault Officer Squads, Pathfinders, Grenadiers, Partisans, Vehicle Crews
    • Support weapons- ie Panzerschrecks - now go to the front in V-Formations. Affects Panzergrenadiers and Stormtroopers


    The following change was done to address the issue of mis-clicks where one could target a neutral structure rather than a vehicle if both objects were close enough. The Panzerfaust already does very limited damage against ambient structure so nothing will change in most circumstances. Panzerfausts will still retain their ability to attack objects like Fighting Positions and faction built structures.

    • Can no longer target ambient structures

    Hold Fire

    The following change was to address the issue of vehicles revealing themselves with their secondary weapons against both land and ground targets. Secondary weapons will not auto-engage unless hold-fire is de-activated. The only exceptions to this rule are the Brummbar and Dozer which excel in attack-ground micro. Their MGs will still target infantry that are within range when hold-fire is active.

    • Now applies to all weapons on a vehicle
    • Brummbar and Dozer Pintle MGs will still target infantry on hold-fire; they will not auto-target aircraft.

    All Light Vehicle and Light Tank Wrecks

    The following change has been implemented so LVs can no longer get trapped if the other LV died right next to the unit.

    • All light vehicle wrecks are now crushable by other light vehicles

    Grenades versus Mines

    • Explosive Grenades will now always penetrate mines and detonate them
  • #178
    2 years ago
    JohnT_REJohnT_RE CanadaPosts: 27 admin


    AEF Population Limit

    USF is the only faction that can reliably break a population of 100 thanks to their ability to decrew their vehicles. To discourage the player from going over the population and continuing to build vehicles, we are introducing a penalty. When the player breaks 110 population, they will take a further manpower penalty.

    • At 110 population, the USF player will be penalized -100 manpower until they go below 110 population.

    Officer Transfer Orders

    Given how USF is given a free officer as part of their teching structure, we are giving players an option to call-off their officers to avoid taking up population. This is primarily for the late game where a player back-techs but does not want to be burdened by a fresh officer squad.

    • New Ability on Barracks: Officer Transfer Orders
    • Ability forces the selected Officer squad - Lieutenant, Captain, Major - to withdraw from the map. This ability does not refund any resources.

    BAR Drop-Rate

    As BARs are often liable to drop when paired up with other weapons when squads are reduced to a single model, the drop rate of the BAR is being reduced.

    • Drop-rate from 33% to 20%

    Vehicle Crews
    Vehicle Crews are having their reinforcement price reduced to better reflect their weak stats.

    • Reinforce cost from 30 to 28


    The following change will make the Ambulance take slightly longer to be destroyed when in the base sector from both direct and indirect attack.

    • Now receives -20% damage when in the HQ sector

    Rear Echelon

    We are reducing the reinforce cost of Rear Echelon to better match their combat performance. The unit is also receiving a slight increase in veterancy requirements to match their current cost along with their ability to take items from Weapon Racks.

    • Reinforce from 25 to 23
    • Veterancy requirements from 320/640/1280 to 400/800/1600


    AT grenades are now being made available after USF players have met specific tech requirements. This will make it harder to rush USF infantry with ultra lights that have yet to gain veterancy along with making fresh Riflemen in the late game viable as snare squads.

    • Veterancy 1 now grants -25% recharge rate
    • Veterancy 3 -33% ability recharge from 50%; value is multiplicative with veterancy 1
    • AT Grenades no longer requires veterancy 1. Now requires either Mechanized Platoon, Mechanized Platoon, or Double Officers.

    M1 81mm Mortar

    Given the weaker stats of the USF mortar in terms of its AOE, the unit is receiving a slight price reduction to better reflect its performance. Barrage accuracy is also being put on par with other mortars.

    • Cost from 240 to 230
    • Barrage scatter angle from 10 to 9
    • Distance scatter max from 8 to 7


    This change puts the Lieutenant's smoke ability in-line with other units that have non-lethal smoke and fragmentation grenades.

    • Smoke now shares a cooldown with Frag Grenades

    M7 Light Anti-Vehicle Mine

    The build time of the M7 Mine is being decreased to make these cheap mines easier to plant.

    • Build time from 6 to 5

    M2HB 50cal

    The M2HB is having its set-up time increased. This should make it easier to outmanoeuvre and punish when caught out of position. Ready aim-time has been adjusted to be more consistent, and the unit should now be harder to 'deathloop' as models remanning the weapon will respond much more quickly. The retreat speed bonus it had over other units has been removed with the adjustment of attach-time.

    • Ready-aim time from 0.375/1 to 0.5
    • Setup time from 1.375 to 2.375
    • Attach time from 1.3 to 0
    • Retreat speed bonus from 3.15 to 2


    The M20 is having its build-time reduced so it can arrive sooner onto the battlefield. Furthermore, its armoured skirts are being reduced in price to better match their performance.

    • Build time from 55 to 45
    • Skirt cost from 70 to 50

    M5 Stuart

    Point-Blank Engine Shot is being adjusted to make it useable against mobile vehicles. Previously, the Stuart had to get incredibly close to its targets to cause engine damage which would put the unit in range of snares, anti-tank weapons, and incoming damage that would make short work of the light tank. The effects will be less potent, but the trade-off for useability should allow the tank to have an impact in fights when using this ability.

    • Engine Shot range from 5 to 15
    • Engine Shot cost from 60 to 45
    • Engine Shot now slows vehicle speed by 50% and rotation by 25% for 8 seconds rather than causing engine damage
    • Engine Shot can now be used on the move
    • Engine Shot ready aim-time from 0.125 to 1.5

    M1 75mm Pack Howitzer

    The Pack Howitzer is having the AOE distance of its HE rounds reduced, increasing the damage drop-off of shells. The unit previously did too much damage to infantry within the 1.5-3m mark despite its range and accuracy over mortars. In exchange, the unit is having its crew size increased to improve survivability.

    • Barrage and Auto-attack HE AOE Distance from 1.5/3/4.5 to 1/2/4.5
    • Crew size from 5 to 6; population unchanged at 8

    M15 AA Half-Track

    To give the Captain some anti-sniper power, the machine guns on the M15 are gaining bonuses against snipers. The AA mode for the M15 is also being toned down as the M15 has multiple guns dedicated to killing aircraft while other AA units only have one. The lowered effectiveness of the M15 against aircraft comes from the fact AA mode will now enable the M15 to engage air targets with a 360 degree arc rather than a 270 degree arc, making the unit more effective against planes that fly directly overhead of the unit.

    • M15 machine guns now have a +15% accuracy bonus against snipers
    • Machine Gun AA Chance to kill planes from 15% to 8%
    • AA Mode disables the M15 from engaging ground targets, but grants its weapons the ability to be fired in a 360 degree arc.


    The following change was done to match other aerial recon abilities.

    • The Major is no longer locked in place when using Aerial Recon abilities.
    • Can now direct which angle the planes come in.

    M4A3 75mm Sherman

    The experience requirements of the Sherman has been reduced. Previously the value was above the usual experience values for a unit of its price.

    • Experience requirements from 2020/4040/8080 to 1780/3560/7120

    M8 Scott

    The M8 Scott is having its auto-fire range reduced to force the unit to move further up when it is used for direct-fire missions. In exchange, the barrage of the M8 Scott has been reworked. While the shells do not have the OHK radius of auto-fire shells, the lower scatter, increased rate of fire and reduced damage drop-off should allow the M8 Scott to function as an artillery unit, something USF lacks in the late game.

    • Auto-fire range from 60 to 50
    • HE Barrage scatter max from 10 to 7
    • HE Barrage Damage from 100 to 80
    • HE Barrage AOE damage from 1/0.25/0.1 to 0.75/0.4/0.2
    • HE Barrage AOE distance from 1/2/3 to 0.75/2/4
    • HE Barrage Angle scatter from 7 to 6
    • HE Barrage shell count from 4 to 5
    • HE Barrage reload from 2.75/2.9 to 1.75/2.9
    • Barrage shells now use mortar explosion effects to distinguish them from auto-fire rounds.
    • Veterancy 2 scatter bonus now applies to the barrage instead of the unit's autofire
    • Smoke no longer shares a cooldown with the main barrage
    • Human Crush removed

    M36 Jackson Tank Destroyer

    The Jackson is having its veterancy 3 penetration bonus decreased to reduce the unit's impact against the heavy armor of Axis vehicles that have gotten lower over the years. Players will still have the option of HVAP to penetrate the heaviest tanks.

    • Veterancy 3 penetration bonus from +30% to +20%

    WC 51

    The WC-51 is receiving adjustments to make it easier to fight early game. The lack of self-repair and reduced ability to kite infantry should lower the WC51's ability to dominate early infantry fights and force a Rear Echelon unit to repair the vehicle. Shared veterancy has been added to allow the WC51 to scale, in addition to the unit already having a number of late game abilities that other ultra lights lack.

    • Step on it from 0 to 15 munitions
    • WC 51 MG range from 45 to 35
    • Veterancy 1 now increases range by 5
    • Can no longer decrew; crew changed to Riflemen models to represent this change
    • Now gains shared experience
    • Experience requirements from 300/600/1200 to 530/1060/2120


    The following change was done to match other rocket artillery which have received lower bonuses from veterancy.

    • Veterancy 1 -10 second ability recharge removed.


    British HQ Structures
    To make it easier to utilize other healing options, infantry will now retreat directly towards the HQ,
    rather than to the Platoon or Company Command Post.

    • Infantry will now rally towards the HQ Truck rather than to other base structures.

    AEC and Bofors Tech

    The AEC and Bofors upgrade will no logner lock each other out. The resource requirement for each unit did not warrant a lock-out, particularly for the Bofors

    • AEC and Bofors tech are no longer mutually exclusive

    Forward Assembly

    The Forward Assembly is seeing a reduction in its build-time. This should make it easier to establish a Forward Assembly as a reinforcement and healing point.

    • Build time from 45 to 37.5


    The PIAT is having its cost reduced due to the limited number of British troops that are effective with the weapon. The accuracy increase should also improve its performance at range to help zone out vehicles.

    • Accuracy from 0.025 to 0.028
    • Munition cost from 50 to 45

    Mill Bombs

    The Mill Bomb is having its fuse time increased to match other non-elite fragmentation grenades.

    • Mill bombs fuse time from 1 to 1.25

    Royal Engineers

    Royal Engineers are being moved to the HQ to encourage different builds from the British, help provide map control over the more expensive Infantry Section, and provide a cheaper supporting unit. A number of their abilities and construction options are being pushed back to avoid having a significant impact in the early game.

    • Now trained in the HQ rather than the Platoon Command Post
    • Destroy Cover, Heat Grenade, and Forward Assembly require Platoon Command Post
    • Capture rate from 1 to 1.25
    • Royal Engineers and Recovery Sappers now share the same selection group

    Infantry Section

    The capture rate of Infantry Sections is being lowered to reduce the ability of the British faction to snowball their map control through pure Section builds. The munition cost of medical kits has also been increased to match their performance and ability for Sections to sustain themselves on the battlefield.

    • Capture bonus from 1.25 to 1.15
    • Medical Kit cost from 30 to 45; upgrade time from 10 to 25

    Vickers Heavy Machine Gun

    The Vickers HMG is having its veterancy 1 ability modified to allow it to be used in more situations that do not require the unit to be placed in a garrison. It will also give the British an option to ward of light vehicles with their machine gun.

    • Veterancy 1 Garrison bonus replaced with 'Take Aim!' ability
    • Take Aim: Timed ability. Improves accuracy by +15%, adds +6 to penetration, and improves range by +7. 30 second duration. 15 munitions. Can be used in garrisons.


    Given the changes to Royal Engineers and the timing of most healing options for other factions, Medics are being moved into the Platoon Command Post.

    • Automatic healing removed
    • Moved to Platoon Command Post from HQ
    • Population from 3 to 2; models no logner take population
    • Can no longer recrew team weapons
    • Healing abilities replaced with ambulance-like AOE healing ability that locks squad into place and slowly heals units in proximity over time. Heals 0.25 in a range of range 15.

    Universal Carrier

    The Universal Carrier is receiving a slight nerf by adding a fuel cost to the unit. Its effectiveness in the early game warrants a slight delay to British teching. Suppresive Fire is also having its price increased to match other on-demand suppression abilities.

    • Fuel cost to 5
    • Vickers K 'Suppressive Fire' ability munition cost from 10 to 20

    Assault Officer

    The British Assault Officer is having his capture rate increased to compensate for the nerf to Sections. His experience requirements have also been reduced to decrease the time needed to gain veterancy.

    • Capture rate from 1 to 1.25
    • Experience requirement from 720/1440/2880 to 680/1360/2720


    The AEC is seeing a build-time increase to push the unit back slightly to give other LVs more opportunities to roam before the unit appears. The sight is also being reduced to make it more difficult for the AEC to hunt for targets on its own.

    • Build time from 45 to 60
    • Sight from 50 to 42; veterancy 2 returns sight to 50


    The Cromwell is having its veterancy adjusted to provide more mobility to the unit early on for a slight reduction in offensive power. The unit has also received a new veterancy 1 ability to improve the Cromwell's abilities at finding vulnerable vehicles and finishing them off.

    • Added 'Hunt' ability: Increases penetration and moving accuracy by 20% and detects vehicles within 60 range in the FoW for 25 seconds for 30 munitions. Available at veterancy 1.
    • Veterancy 1 Smoke recharge bonus removed.
    • Veterancy 2 +35% weapon traverse speed and +30% reload bonuses moved to veterancy 3
    • Veterancy 3 +20% reload speed, +20% rotation speed, +20% de/acceleration, and +20% maximum speed moved to veterancy 2
    • Experience requirements adjusted from 1820/3640/7280 to 1780/3560/7120


    The Centaur is seeing increases in its mobility and speed. Previously, unit's poor movement stats made it difficult to use with its average survivability. The unit's veterancy requirements have also been reduced due to its nature as an AI tank.

    • Speed from 5.2 to 5.6
    • Acceleration from 1.8 to 2.2
    • Rotation rate from 28 to 32
    • Experience requirements from 1720/3440/6880 to 1440/2880/5760

    M4A2 Sherman Firefly

    The Firefly is having its turret rotation improved. Its current turret rotation speed makes it track slower than most case-mate tank destroyers. The unit's speed at veterancy is also being improved. These changes should make the unit feel more responsive.

    • Veterancy 1 now grants a +10% speed boost
    • Turret horizontal and vertical traverse speed from 18 to 22
    • Veterancy 2 Turret traverse speed bonus from 1.35 to 1.15

    Churchill Infantry Tank

    The Churchill is seeing improvements to its main gun which will now always use the shortest reload value. The unit has also gained the ability to be upgraded with the tank commander to improve sight and accuracy. The unit has also gained a fixed machine gun to improve its AI value late game, though its rear armor has been reduced to make it more vulnerable to being flanked - the rear armor, however, is still higher than usual when compared to other tanks.

    • Tank Commander upgrade added
    • Rear armour from 180 to 150
    • Veterancy 1 now grants a Vickers K pintle; weapon follows the rotation of the turret:
      DPS at 0/10/15/20/25/30/35:

    • Reload from 6.125/7 to 6.125


    The Comet has received slight nerfs to its scatter to make the unit less potent against infantry. The turret traverse has also been reduced which was too high compared to most other vehicles which included M4 Shermans.

    • Fixed an issue where the Comet's near AOE damage was incorrectly set at 1 rather than 0.75
    • Scatter from 5.25 to 5.75
    • Comet turret traverse from 45 to 40

    Mortar Emplacement

    The Mortar Emplacement has received a number of changes to make it more usable by being cheaper to initially put down. By granting only one mortar to the player, the UKF player does not need to expend a large amount of resource to get access to basic indirect-fire. The addition of the heavy mortar barrage will give the British a long-range late game artillery unit in the core. The 2nd mortar has also received a slight increase in auto-fire ready aim-time so both shells do not land immediately.

    • Cost from 350 to 250
    • Mortar 2 auto-fire ready aim-time from 1 to 2
    • Now starts with one mortar active.
    • 2nd Mortar can be activated by upgrading the Emplacement for 100 manpower. 20 second research.
    • Can now fire a Heavy Mortar Barrage up to range 150 once Hammer or Anvil have been unlocked.
    • Heavy Barrage fires a total of 8 rounds into the target area with a 100 second recharge; affected by veterancy.

    Bofors AA Emplacement

    The population of the Bofors is being reduced to match its effectiveness and cost.

    • Population from 10 to 8

    17 Pounder Emplacement

    The 17 Pounder Emplacement's world piercing rounds are being reduced in cost to better match their performance.

    • Piercing Rounds from 90 munitions to 60 munitions

    Valentine Mk IX

    The Valentine must now be built from the HQ as a delay mechanism. Previously it could arrive too quickly for the amount of damage it could cause along with its good survivability.

    • Now needs to be built in HQ after being unlocked at 5CPs
    • 50 Second build time
  • #179
    2 years ago
    JohnT_REJohnT_RE CanadaPosts: 27 admin


    Infantry Medical Kits

    Medical kits are receiving a lower cost to incentivise their use.

    • Cost from 15 to 10 munitions.


    Pioneers are having their veterancy requirements slightly adjusted due to mediocre combat potential. Received accuracy is also replacing an accuracy bonus as the unit is not meant to be on the offensive without support.

    • Veterancy 3 +15% accuracy bonus replaced with -23% Received Accuracy
    • Veterancy requirements from 400/800/1600 to 340/680/1440


    Grenadiers are having their formation changed to make it more difficult to focus a single model, given their four man squad size. Veteran Squad Leader upgrade is also being adjusted to make the squad less potent, rather than a straight improvement over the LMG 42 upgrade.

    • Formation changed to Tommies; mentioned above in the formation changes.
    • Received Accuracy bonus from Veteran Squad Leader removed
    • Veteran Squad Leader G43 exchanged for Volksgrenadier StG 44

    Sniper Incendiary Shot

    The Sniper's incendiary shot has been modified. It will no longer fire faster the closer a hostile unit is to the sniper and it will no longer allow the sniper to snap off another shot immediately after firing the incendiary round. In exchange, the stun should now always go off on targets reliably and its price has been reduced.

    • Incendiary Shot aim-time multipliers from 0.25/0.625/1 fro 1/1/1
    • Incendiary Shot cost from 45 to 40
    • Incendiary Shot will now reliably stun infantry squads, even if the unit is spread out.
    • Incendiary Shot now forces a reload upon completion


    Panzergrenadiers are having their grenade range exchanged for a recharge bonus due to the lethality of the bundle grenade.

    • Veterancy 3 Grenade Range bonus changed to a -25% ability recharge on Bundle and Smoke Grenades


    The Ostwind is having its experience requirements lowered due to its role as an anti-infantry tank/AA tank.

    • Experience requirements from 1790/3580/7160 to 1530/3060/6120

    StuG III G

    Given that the StuG G must cycle a reload before it can fire TWP for a fairly weak blind, we are increasing the ability's damage. Previously, it was better for the StuG G to not use this ability as raw damage was more important against most targets.

    • Target Weakpoint damage from 80 to 160

    Sturmpanzer IV Brummbar

    The Brummbar is having its veterancy 2 armor bonus slightly reduced and the Bunker Buster barrage is receiving a munitions cost to better reflect its power. The recharge bonus on the Bunker Buster Barrage has been lowered to compensate.

    • Veterancy 2 armor bonus from 1.2 to 1.154; total from 312 to 300
    • Bunker Buster Barrage munition cost set to 30
    • Bunker Buster Barrage recharge from 120 to 90

    Bunker Upgrades

    Due to the nature of these upgrades, the exclusivity has been reduced.

    • Medic and Command bunker upgrades no longer mutually exclusive


    In general, rocket artillery is receiving reduced veterancy recharge bonuses to lessen the impact of veteran rocket artillery which could recharge extremely quickly for the amount of damage they could cause. The Panzerwerfer itself is having its Counter Barrage veterancy ability removed and being given a low angle barrage which will allow it to get individual rockets on target faster.

    • Veterancy 1 Counterbarrage ability removed
    • Low Angle Rocket barrage added at veterancy 1 for 30 munitions. Fires 10 rockets into the target area at low angle with a 0.25 cooldown between each rocket. These rockets do not deal suppression.
    • Veterancy 2 recharge bonus from 40% to 20%


    S-Mines are receiving suppression to lessen their ability to wipe out squads without warning that accidentally step into larger fields. Squads will still need to step on 2-3 mine patches to be suppressed.

    • Now deals 0.2 suppression.


    Osttruppen have been moved to the Infanterie Kompanie. Previously, the unit allowed for very potent tech rushes into either Panzer Grenadiers or light vehicles that certain factions had issues responding to. Their panzerfaust range has also been reduced due to their larger squad size over Grenadiers while slot weapons given to Osttruppen will now deal more damage when the unit is in cover. The latter should improve the mid-late game performance of Osttruppen.

    • No longer called-in
    • Now available from Infanterie Kompanie; build time of 21 seconds. Costs 200 manpower
    • Now gains +25% weapon accuracy with slot items when in cover
    • Panzerfaust range from 18 to 15

    Assault Grenadiers

    Assault Grenadier Sprint will now require Battlephase 1. This should make early engagements against Assault Grenadiers more meaningful, allowing infantry to disengage and maneuver around this unit without immediately being rushed down.

    • Sprint locked behind Battlephase 1

    Jaegar Armor Commander

    The following change was to address the issue of the Jaegar Armor commander being able to both spot and hardcounter artillery units which would be able to pressure the Elefant.

    • Stuka dive-bomb replaced with JU-87 Anti-tank Strafe from the Close Air Support Commander.


    OKW Heavy Tanks, Sturmtiger, Jagdtiger, and Command Panther Dispatch
    Due to the number of heavy tanks in the OKW arsenal, all these units will share a cooldown to prevent a player from immediately building a replacement should they have the available resources.

    • All abilities share cooldown with each other when one is destroyed

    Battlegroup Headquarters

    The OKW Battlegroup has been split into two parts. This will allow OKW to have an easier time backteching to medics or indirect-fire if they went Mechanized or for faster access to HMGs. Prices have been adjusted on all upgrade items available in the Battlegroup Headquarters.

    • 150 manpower and 10 fuel: Offers Le.IG upon completetion which now comes from off-map rather than spawning at the Truck.
    • Medic Upgrade Cost: 50 manpower and 10 fuel
    • Battle Group Upgrade: 100 manpower and 20 fuel: unlocks 251 Flak Half-track, the UhU Searchlight Half-Track, Infantry Weapon Upgrades, and ability to reinforce: 15 second research time
    • Forward Retreat Point cost from 300 to 250

    Schwerer Panzer Headquarters

    The following changes will allow OKW doctrinal vehicles to arrive sooner, giving the player more options over the standard OKW Panzer IV which they previously competed with. Earlier, upgraded Obersoldaten should also make more of an impact in the infantry battles in the mid-game.

    • Fuel cost from 60 to 90
    • Panzer Authorization fuel cost from 60 to 30


    As with flamethrowers, the Volksgrenadier flame grenade is being altered to make it easier to set buildings alight.

    • Flame grenade bonus damage against ambient structures to 60. Will now take 4-5 grenades to ignite a structure.


    The following changes will make the Kubelwagen more effective on the move focused primarily on sniper. Previously, a Kubelwagen would do no damage when chasing down a sniper due to its extremely high penalties on its burst duration. The general improvement should not impact most infantry engagements outside extreme cases where there is a very low health squad being pursued by the Kubelwagen.

    • Kubelwagen moving burst duration from 0.1 to 0.75
    • Kubelwagen moving cooldown from 0.1 to 0.8


    The following changes should make the Raketenwerfder more responsive when new models replace members of the gun team and also make it easier to reverse move the unit. The target size of the gun has also been increased to match other ATG, making it easier to destroy when decrewed.

    • Target size from 10 to 20; all units will still target the crew over the weapon
    • Will now attempt to reverse to positions at least 60m away
    • Attach time from 0.73333 to 0


    Adjustments are being made to Stumpioneers to allow their Panzerschrecks to be a functional upgrade and diversify OKW builds. Their high costs and fall-off in the AI role mid-game makes it impractical for multiple Sturmpioneers to be fielded. Population is also being reduced to help OKW's population issues in the late game.

    • Panzerschreck and minesweepers no longer mutually exclusive with each other; Panzerschreck can be rebought if dropped
    • Panzerschreck cost from 70 to 60
    • Population from 8 to 7
    • Concussion grenade cost reduced to 20 at veterancy 4

    251 Flak Half-Track

    With the changes to the Battlegroup Headquarters, the Flak Half-Track is receiving a build-time decrease to maintain its timing.

    • Build time from 60 to 45

    Le.IG 18

    The following change will make the Le.IG more responsive when firing its smoke barrages.

    • Smoke ready-aim time from 1.75 to 0.125
    • Weapon vertical speed when firing smoke from 15 to 35
    • Smoke reload from 2.3/3.6 to 0.5/1.25

    251 IR Half-Track

    Adjustments have been made to the 251 IR Half-Track to allow it to better spot camouflaged units given its role as a spotting unit. We are also giving the unit a reconnaissance ability to allow the 251 to operate better on maps with significant LOS blockers.

    • Passive camouflage detection from 10 to 25
    • Detection ability improves camouflage spotting from 25 to 35
    • Recon plane ability added for 50 munitions

    Panzer II Luchs

    The Luch's veterancy 5 Suppressive Fire ability is being improved by allowing its coaxial to deal suppression in addition to the main gun. This will allow the Luchs to pin infantry after several seconds of sustained fire. The Luchs will also be more effective against units in heavy cover and garrisons. Previously, the unit did too little damage to troops in strong cover, despite its AI role. The Luchs has also gained an improvement in stealth detection, allowing it to be a capable scout/infantry hunter.

    • Coaxial MG now deals suppression during 'Suppressive Fire' ability.
    • Coaxial burst length increased by 300% during Suppressive Fire and accuracy reduced by 50%.
    • Now is detected by enemy units within 15m rather than 20m when Cautious Movement is active
    • Detection range from 5 to 25; reduced to 15 when cloaked
    • Damage penalty against heavy cover and garrison cover from 0.25/0.3 to 0.5/0.4

    Sd.Kfz 234 Puma

    The following change will make the early Puma less dominant against other light vehicles by reducing its ability to self-sight.

    • Sight from 50 to 42
    • Veterancy 2 now grants +8 sight

    251 'Walking Stuka' Rocket Half-Track

    Adjustments have been made to the Stuka Half-Track to improve its consistency against armoured vehicles. Direct hits from the rocket will now cause a penetrating hit, rather than the unit being reliant on AOE penetration to harm vehicles. Furthermore, the Napalm Rockets have been reworked to arrive earlier, hit more accurately, be less powerful, cheaper, and cause suppression. This change will make the rockets effective against clustered weapon teams which the creeping barrage cannot hit or as a weapon to halt massed infantry assaults.

    • Rocket direct hit penetration from 0 to 60
    • AOE penetration from 200/180/162 to 40/40/40
    • Rocket +50% bonus damage versus emplacements removed; damage from 300 to 200 against these targets
    • Rocket now has -25% damage against vehicles; damage from 200 to 160 against these targets
    • Napalm Rocket Suppression from 0.2 to 0.1
    • Napalm Rocket scatter from 16 to 12
    • Napalm scatter max from 15 to 10
    • Napalm Rocket FOW scatter from 3/2 to 1.25
    • Napam rocket DOTs spawns from 6 to 2
    • Napalm Rocket munition cost from 90 to 40
    • Napalam Rocket veterancy requirements from 4 to 1
    • Now deals Suppression to units hit by the initial AOE
    • Veterancy 1 recharge moved to veterancy 4
    • Veterancy 2 recharge from -30% to -20%


    With the increased price of the base Schwerer Panzer Headquarters, the upgrades for Obersoldaten no longer need to be locked behind Panzer Authorization.

    • MG-34 and StG 44 IR upgrades no longer require Panzer Authorization

    Tiger II King Tiger

    The King Tiger is receiving adjustments to its veterancy. This will put its bonuses in line with other tanks, with the reload combat bonus being available within the first 3 levels of veterancy.

    • Combat blitz now requires veterancy 5 from 3
    • Veterancy 5 reload bonus moved to veterancy 3


    • No longer requires Panzer Authorization


    With the earlier timing of the Hetzer, the target size of the unit has been increased until veterancy 1 to make the unit easier to ward off with AT weapons.

    • No longer requires Panzer Authorization
    • Target size from 15 to 17
    • Veterancy 1 now also provides 0.8824 Received accuracy, returning its target size back to 15.

    Panther Ausf. G

    The OKW Panther is being standardized with its Ostheer counterpart, receiving a nerf to its acceleration bonuses in exchange for lower veterancy requirements all-around.

    • Veterancy 3 de/acceleration bonus from +30% to +10%
    • Experience requirements from 2730/5460/10920/13650/18155 to 2530/5060/10120/13460/16825

    Jeagar Light Infantry

    The following is a consistency change to make JLI match other OKW infantry in terms of their combat bonuses when fully vetted. Previously JLI received another combat bonus in addition to their previous received accuracy bonus at veterancy 2.

    • Veterancy 5 -20% received accuracy modifier removed
  • #180
    2 years ago
    JohnT_REJohnT_RE CanadaPosts: 27 admin


    Special Rifle Command

    The Special Rifle is having its build time decreased to allow its expensive units to arrive to the battlefield slightly sooner to make up for the tier's lack of map control.

    • Build time from 20 to 12

    Tankiovy Battalion

    The following change to the Tankiovy Battalion and Mechanized Armor Kampenya keeps the tech timing of Soviets the same for late-game vehicles, but allows light vehicles to be deployed slightly sooner.

    • Cost from 240 Manpower and 85 fuel to 200 manpower and 75 fuel

    Mechanized Armor Kampenya

    See above.

    • Cost from 240 Manpower and 90 fuel to 280 manpower and 100 fuel

    Headquarters Medic Upgrade

    Medics are having their price reduced to compensate for the fact Soviets gain few bonuses through tech compared to other factions along with the requirement of needing grenade tech later on.

    • Manpower cost from 250 to 200

    Grenade Package

    We are merging Molotovs and AT grenade into one package. This will make both grenade abilities cheaper compared to them being offered seperately.

    • AT Grenades and Molotovs merged into "Grenade Package" upgrade found on the Soviet HQ.
    • Costs 150 manpower and 15 fuel

    Mobilize Reserves Global Upgrade

    Mobilize Reserves is being changed to give Soviet players an option to improve their infantry in the mid-game, without having to pay a high resource cost to access the upgrade. Furthermore, Penal Battalions will now be affected by this tech to reduce their manpower bleed in the late-game.

    • Mobilize Reserve Upgrade now reduces Penal Battlion reinforce by 2, from 27 to 25, and increases experience gain by 25%. These bonuses also apply if the upgrade is gained through the construction of the Mechanized Armor Kampenya.
    • No longer requires Conscript Molotov and AT Grenade upgrade tech items

    Tripwire Flare Mines

    Given how cost effective Tripwire Flare mines can be thanks to their ability to inflict a model loss, provide vision, and are readily available on Conscripts and Combat Engineers, their cost is being increased to better reflect their performance.

    • Cost from 10 to 15

    Soviet Mortar and ZiS-3 Crews

    This change will make Soviet weapon teams provide more experience as they previously provided too little experience to non-infantry units. This brings them on-par with Maxim crews, but less than other weapon crews.

    • Experience value from 30 to 40

    Combat Engineers

    Received accuracy is replacing the weapon accuracy bonus at veterancy 3. This will make late game Combat Engineers more survivable.

    • Veterancy 3 +15% accuracy bonus replaced with -23% Received Accuracy


    The sandbag changes that were applied to the other factions will now apply to Conscripts in the early game to encourage more mobility and positioning. Conscripts will build items faster once they have veterancy as they are reliant on their sandbags during the mid-game period. Their veterancy 3 bonuses have also been reduced due to how cost-effective Conscripts are in the late game when it comes to trading with other infantry.

    • Veterancy 1 grants +35% increased build speed
    • Veterancy 3 +10% accuracy bonus removed

    Penal Battalion

    Penal Battalions have received a number of changes to improve their performance. Some of their late game accuracy has been shifted to received accuracy to improve their survivability on top of the previously mentioned global bonuses provided by Mobilize Reserves. Their initial cost and reinforce time has also been reduced to better reflect their numbers and initial performance. In addition, the PTRS upgrade has been altered to serve as a true AT package. Penals with AT Rifles should now be able to ward away most early game light vehicles while being more potent against heavier armor. AI effectiveness with the PTRS rifles will maintain the same DPS as previously, though, the AT rifles will not be as consistent as the more accurate and faster-firing SVT against infantry.

    • Cost from 300 to 290
    • Reinforce time from 5.4 to 4.5
    • Veterancy 3 weapon accuracy from +30% to +20%
    • Veterancy 2 Received accuracy from -15% to -23%
    • PTRS upgrade now grants an additional PTRS which does not drop
    • PTRS Rifle upgrade cost from 60 to 70
    • Penal PTRS accuracy from 0.15/0.105/0.06 to 0.3/0.21/0.16
    • Penal PTRS drop rate from 33% to 20%
    • UI card now shows each stage of 'To The Last Man'

    M3 Scout

    The M3 scout car is having armour exchanged for health, giving it more survivability against lightcannons and mines while having minimal impact against small-arms. The scaling of the M3 is also being improved by allowing it to gain veterancy faster and capture territory, rewarding unit preservation into the mid-late game.

    • Health from 200 to 240
    • Armor from 5.4/4.2 to 3.8/3.5
    • Now gains shared veterancy
    • Can now capture territory at veterancy 2

    M1910 Maxim Heavy Machine Gun

    The following changes will help alleviate the deathloop issue the Maxim has by reducing the time it takes for a new gunner to responsd to orders/act. Sustained Fire is also losing its veterancy requirement to give early Maxims an on-demand suppression boost.

    • Attach time from 1.3 to 0
    • Suppressing Fire ability now available without veterancy; the -50% reload bonus of the ability has been moved to veterancy 1.
    • Retreat speed bonus from 3.15 to 2

    ZiS-3 Field Gun

    The HE barrage is having its reload time increased to give team weapons more time to react when being barraged.

    • HE Barrage reload from 2 to 3

    M5 Half-Track

    The M5 is having its AA chance reduced. Previously it would immediately destroy planes due to its high rate of fire.

    • AA chance from 10% to 5%
    • Gains 'Force Reload' ability when upgraded to the M5 Quad


    The T-70 is having some of its potential slightly lowered, particularly in the AI role. Recon Mode has also been adjusted to have a delay before the main gun activates, reducing its effectiveness when caught out of position.

    • Reload from 2.1/2.5 to 2.6
    • AOE capped at 3 models per squad
    • Recon mode forces a reload cycle upon being disabled


    The SU-76 has receieved a large number of changes to improve its performance. The firing cone has been increased, allowing SU-76s to be able to track targets more effectively and the unit will now rotate faster at lower veterancy levels. General mobility at veterancy has also been improved for acceleration boosts. The veteran ability has also been replaced with Camouflage, allowing the SU-76 to remain hidden until targets come into range.

    • Firing cone from 2 to 5
    • Camouflage delay from 5 to 2
    • Camouflage rotation penalty from 75% to 50%
    • Rotation rate from 32 to 34
    • Veterancy 1 Tracking replaced with SU-76 Tank Hunter Camouflage; +20% accuracy and +20% penetration on the first shot from camouflage.
    • Veterancy requirements from 870/1740/3480 to 1044/2088/4166
    • Veterancy 2 now provides +20% acceleration and deceleration
    • Veterancy 3 rotation bonus from 1.25 to 1.175
    • Can no longer crush infantry

    T-34 Ram Ability

    The following change has been done to lower the impact of RNG for the Ram ability and allow vehicles hit by ram to still have a chance to move away when hit to avoid incoming airstrikes.

    • Random Ram inflicted criticals: Main Gun Destroyed, Heavy Engine Damage and Immobilized removed
    • Ram no longer deals a complete stun on penetration and deflection. Instead, it will now slow target by 75% for 5 seconds and disables weapons.


    With the reduction of armour on certain Axis tanks, along with the SU85 receiving improved penetration from previous patches, the unit no longer needs high veterancy bonuses for penetration. Furthermore, the Focus Sight ability has had a reduction in vision due to how potent the ability is when paired with artillery, or other AT assests.

    • Veterancy 3 Penetration from +30% to +20%
    • Focus Sight radius from 75 to 65


    The cost of Creeping Barrage is being slightly reduced to better reflect its performance - even with the bug fixes applied. The recharge bonus of veterancy 2 has also been reduced due to how fast veteran rocket artillery was capable of firing in the late game.

    • Creeping Barrage cost from 45 to 40
    • Veterancy 2 barrage ability recharge bonus from -40% to -20%

    DShK HMG

    The following changes are in line with other HMGs that have had their attach time adjusted.

    • Attach time from 1.3 to 0
    • Retreat speed bonus from 3.15 to 2


    The ISU-152 has received adjustments to make the unit less potent in team games. The unit's ability to shell infantry from extreme range made it difficult to attack the unit when it was paired with AT support and mines which the unit could hide behind. The range of the ISU in HE mode is being reduced to make it easier to catch the ISU out of position. Concrete rounds have also been adjusted to always penetrate armor and cost less munition, though the weapon's one hit kill radius has been reduced. The bug-fix to Concrete Rounds should also make it easier to use now as the unit no longer needs to cycle a reload if it has fired a standard shell and then follows up with a Concrete Round.

    • HE range from 70 to 60
    • Rear armor from 150 to 110
    • ISU Piercing Shot cost from 70 to 60
    • ISU Piercing Shot penetration now set to 1000
    • Concrete Piercing AOE damage from 1/0.25/0.05 to 1/0.25/0.15
    • Conrete Piercing AOE distance from 1.25/2.75/4.5 to 0.25/1.5/6

    Soviet Mechanized Support and Shock Motor Commanders

    Similar to the Jaegar Armor Commander, we are removing the abilities of these commanders to knock out heavy artillery pieces that would otherwise put pressure on the ISU and Elefant. The Sturmovick Attack Strafe has been added to gives these commanders potent AI power.

    • IL-2 Bombing Runs exchanged for IL-2 Sturmovik Attack Strafe from the Advanced Warfare Commander

    UI Adjustments

    Critical Damage Icons

    A small number of icons have been updated to address the differences between the levels of damage the vehicle has taken. The changes apply to immobilized and engine damage caused by snares. This will help better differentiate their icons from engine damage caused by mines and other sources.

    • Snare engine damage colour changed to yellow to represent the item being removable at above 75% life.
    • Immobilized icon changed to a broken tread to better differentiate itself from the different levels of engine damage.

    Panzerfausts, AT Grenades for Mainline Infantry

    For consistency across all factions, the snares for these infantry units have been standardized for all mainline infantry.

    • All positions standardized to UI location 32 in the command bar

    HMG Timed Abilities

    • All HMG timed will now show an offensive buff indicator over the HMG when using timed combat boost abilities
    • HMG AP Rounds - M2HB/DhSk - will now use a Phosphorous effects when they have swapped ammo for the ability's duration

    Stealth Detection

    • Units that have increased stealth detection radius now have a UI indicator in the command bar

    Mine Sweepers for AEF, UKF, Soviets, and Ostheer

    The following factions have received new unit shield icons when these units are given minesweepers. Previously, it was impossible to tell what weapons their units had if the minesweeper icon blocked the weapon icons.

    • Unit shield symbols that can be equipped with minesweepers will now be updated when upgraded with the minesweeper upgrade.
    • Minesweepers no longer as a weapon slot icon


    • Fixed an issue where the Katyusha Creeping Barrage was using the wrong weapon.
    • Fixed an issue where German weapon teams could not pick up medical crates.
    • Hold the Line should now trigger on friendly sectors controlled by Allies
    • Hold the Line now highlights sectors for all players when active
    • Opel Blitz Heal hotkey from D to V
    • Fixed an issue where the 120mm Mortar would need to reset during the initiation of barrages if the target area was offset with the mortar, despite being in the arc.
    • Fixed inconsistencies where the 120mm Mortar in AOE and fire-times between auto-fire and barrage.
    • 250 LMG Grenadier Halftrack veterancy 3 received accuracy changed to received damage to match regular Grenadiers
    • Fixed an issue where the Land Mattress veterancy 2 bonuses were not applying correctly.
    • Fixed an issue where the Commissar Command Squad veterancy 2 accuracy bonus was not applying correctly.
    • Fixed an issue where the Officer Recon Sweeps for the British were invulnerable and had no entity.
    • Fixed an issue where Pathfinder Airborne Beacons counted as shot blockers.
    • Fixed an issue where Stormtrooper Interrogation did not work.
    • Fixed an issue where Stormtroopers slot items would go missing when armed with MP40s.
    • Fixed an issue where Valentine Smoke did not fire when not in line with the turret.
    • Fixed an issue where demolition charges would terraform the ground.
    • Fixed an issue where the ISU-152 would need to wait a full reload cycle if it fired a round then attempted to use Concrete Piercing rounds.
    • Fixed an issue where the ZiS-3 and SU-76 could fire a shell immediately after completing their HE barrage.
    • Fixing an inconsistency where tripwire flare could not kill Grenadiers that had reached veterancy 3.
    • Fixed an issue where the Vicker K LMG had an unreasonably long reload time at 8/9 seconds; value changed to 6.
    • Fixed an issue where Conscripts would carry invisible weapons when merging into Assault Guards
    • Fixed an issue where Panzergrenadiers could Mark retreating units, despite the ability not taking any affect.
    • Fixed an issue where the Commissar's revolver did not have the same effective range as other pistols.
    • Fixed an issue where the Commissar's model reinforce did not match the rest of the squad.
    • Fixed an issue where the Commissar's Grenade ability did not take a range penalty during suppression.
    • Fixed an issue where the Command Panther could be called-in immediately upon death.
    • Fixed an issue where the Sturmtiger could be called-in immediately upon death.
    • Fixed an issue where the Churchill had less gun depression than other tanks, set to -90 from -15.
    • Fixed a bug where the PM-41 82mm Mortar did not receive bonuses to its ability recharge at veterancy.
    • Fixed an issue where vehicle crews would lose their increased experience gained from Elite Vehicle Crews when decrewing.
    • Fixed an issue where the Major Recon Overflight ability would change hotkeys upon gaining veterancy.
    • Fixed an issue where Rear Echelon Volley fire greatly lowered accuracy during its 2nd and 3rd stage of Volley Fire. Corrected to +3% and +4% respectively rather than -97% and -96%.
    • Fixed an issue where the M5 Quad would announce a Crocodile has been destroyed when used by the British faction
    • Fixed an issue where the M5 Quad icon would vanish on the USF M5 when decrewed.
    • Fixed an issue regarding Combined Arms was triggering without infantry on certain maps.
    • Fixed an issue where Sextons would cease their Coordinated Valentine Barrage when they destroyed a target within the barrage area.
    • Fixed an issue with the KV-2's tooltip regarding population; will now properly state 21 rather than 19.
    • Fixed an issue with the 120mm Mortar tooltip regarding population; will now properly state 9 rather than 10.
    • Fixed an issue with the Guards Rifle Infantry tooltip regarding population; will now properly state 9 rather than 8.
    • Fixed an issue with the Jagdtiger tooltip regarding population; will now properly state 22 rather than 23.
    • Fixed an issue where Assault Engineers were 8 population rather than the intended 7
    • Fixed an issue where the Tiger Ace in Spearhead mode would autofire on infantry even when priortize vehicle was on.
    • Fixed an issue where the OKW Panzer IV would get additional sight bonuses at veterancy 5
    • Fixed an issue where Radio Silence's speed boost would affect units while retreating.
    • Fixed an issue where Stuka Smoke Drop was at 4 CPs for Wehrmacht rather than 2 CPs
    • Fixed an issue where the Headquarters Glider required the player to have 9 population available.
    • Fixed an issue where the 251 Radio beacon could block units
    • The British Command Vehicle ability should now properly go on cooldown if the Command Vehicle is abandoned.
    • Fixed an issue where there Pathfinder Beacon Self-Destruct ability had no hotkey; set to E
    • Fixed an issue where the Land Mattress' reinforce value was set to 1 rather than 0.5
    • Fixed an issue where the Land Mattress would automatically set-up when enemies were nearby.
    • Fixed an issue where the M2HB gunner was not affected by the movement penalty for suppression
    • Fixed an issue where the M1 Garand for crew weapons used bolt-action animations during cooldown.
    • Fixed an issue where the British 'Assault' ability could make team weapon barrages unuseable when captured during the ability.
    • Fixed an issue where the single pass Stuka recon run had limited sight.
    • Fixed a number of voice-related callout issues
    • Fixed an issue where the Kubel could not repair criticals on itself when at veterancy 3
    • Fixed an issue where the Ostheer Puma's projectile was not visible.
    • Fixed an issue with the Comet's projectile not appearing
    • Radio Silence will no logner stack with retreat speed bonuses
    • Fixed an issue where the Raketenwerfer and M42 45mm had a smaller target size than other ATGs when decrewed.
    • Fixed an issue where Panzerfusilier AT grenades did not track properly; standardized with USF AT Grenades
    • Fixed an issue where the T-34/76 coaxial machine gun had no FX.
    • Fixed an issue where Sappers would get a sight bonus when in cover at veterancy 1.
    • Fixed an issue where Airborne Rally Points did not cause a penalty to reinforce time.
    • Fixed an issue where OKW Panzer IV J and 221 could not upgrade when out of territory; matches other OKW units.
    • Fixed an issue where Coordinated Barrage could be used on units that were exposed in the FOW.
    • Fixed a bug where Recovery Sappers costs more to reinforce than normal sappers.
    • Fixed a bug where the 50cal gunner was not affeted by suppression movement penalties.
    • Fixed an issue where smoke and AT grenades for Recovery Sappers would share a cooldown.
    • Fixed an issue where the Royal Artillery Coordinated Barrage would not drop warning flares into the target zone when activated.
    • Fixed a number of UI issues where abilities buffs and debuffs would not appear on the unit card for a number of units.

    Bulletin Fixes

    • Fixed the KV-1 Armor bulletin providing received accuracy rather than an armor bonus
    • Fixed an issue with the M1 57mm bulletin increased reload times rather than decreasing it.
    • Fixed an issue where the Molotov range bulletin did not affect molotovs at veterancy 2
  • #181
    2 years ago
    JohnT_REJohnT_RE CanadaPosts: 27 admin

    Hotfix - March 2nd 2021

    • Resolved issue with missing Mod Tools .exe
    • Resolved incorrect map Loc strings.
    • Resolved issue with OKW Battlegroup HQ could not reinforce outside the base sector when upgraded with the Mechanized Battlegroup upgrade.
    • Resolved an issue where the OKW Panzer IV could be upgraded with a tank commander and pintle mount.
    • Resolved an issue where the MG-34 was not available when the Battlegroup was constructed.
    • Resolved a bug where British medic squad members could move when reinforced while their healing ability was active.
    • Resolved an issue where the M5 British Halftrack crew repair shared a hotkey with AA Mode, M5 Crew Repair changed to X.
    • Resolved an issue where the UI card of Obersoldaten upgraded with IR StG 44s overlapped with reinforced; item moved to unit portrait.
    • Resolved an issue where the upgrade for the OKW forward retreat upgraded shared a hotkey with the Mechanized Battlegroup upgrade; OKW Forward Retreat upgrade changed to E.
    • Resolved a UI issue where the British Platoon Command Post upgrade displayed the ability to produce Royal Engineers. Will now display medics.
    • Resolved an issue where the ISU-152 Concrete Piercing Rounds were incorrectly set to 70 munitions rather than 60.
    • Resolved an issue where the Panzerwerfer Low Angle Barrage used B as a hotkey; set to V.
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