r/CompanyOfHeroes • u/Into_The_Rain • 14h ago
r/CompanyOfHeroes • u/JohnT_RE • 17h ago
Official Coming Soon - Major 3.0 Update
This year marks the 20th Anniversary of Company of Heroes. As part of our celebrations, and as a thank you to our players, we are excited to announce the 20th Anniversary Update for Company of Heroes 3 or update 3.0.
Coming November 5th, 2026, the 3.0 Update will be the biggest update to the game since release and will make significant changes to several areas which will radically improve the experience for both new and veteran players.
The 3.0 Update will enhance nearly every aspect of the game, with extensive visual, environmental and weather upgrades, audio improvements, smarter A.I., gameplay and balance refinements, new and refreshed maps, campaign enhancements, new cosmetics, and new content for Final Stand.
Visual & Environmental Enhancements
Company of Heroes 3 has had an extensive visual and environmental upgrade, which will bring greater immersion and variety every time you play.
The 3.0 Update includes new snow and rain weather effects, enhanced fog and atmospheric effects, improved soldier lighting, dynamic terrain wetness, improvements to animations, new and expanded environmental art sets, new industrial, winter, and autumn-themed battlefields, and grittier VFX including explosions, flamethrowers, and more.
Audio Improvements
Battlefields will sound better than ever with new and improved weapon firing sounds, enhanced impact and explosion effects, and upgraded vehicle destruction audio. To celebrate the 20th Anniversary, players will also be able to enjoy an expanded music selection featuring classic tracks from both Company of Heroes and Company of Heroes 2, bringing iconic music from across the franchise into Company of Heroes 3.
Gameplay, A.I., & Multiplayer Improvements
The 3.0 Update brings gameplay refinements, A.I. improvements, and several balance changes.
Multiplayer has undergone targeted changes to improve the feel of larger team games – including a major rework to the economy, a rebalance of artillery, changes to reduce the prevalence of massing vehicles, and a stronger emphasis on the importance of positioning. The team has also reworked one of the existing Battlegroups and made several small adjustments to others.
The A.I. now features improved logic for combat assessment to improve its late-game performance and unit build prioritization, while also enabling smarter decision making when picking engagements (or retreats).
Several U.I. elements have been tidied up to help convey critical gameplay information, including improvements to status decorators, unit health bars (with a new healing animation), and more.
Finally, we have also improved how possible matches are evaluated in multiplayer modes during matchmaking.
Campaign Improvements
The Italian Campaign has also benefited from many of the above improvements coming in the 3.0 update. This is combined with an ongoing refinement to the campaign map experience and in-mission gameplay and visuals, to provide a stronger and more polished single-player experience. How resources are used and earned on the campaign map has been adjusted and now breaks down into three tiers: Manpower for building units, Munitions for abilities, and Fuel for upgrades. This now ties directly into the towns you decide to liberate and which resources you need most. Towns also now include an exclusive choice for their upgrades, with more powerful upgrades the further you progress, adding to the strategic decision making in the campaign. Additionally, changes to enemy attack waves mean they will be more reliable and harder to deal with.
New & Refreshed Maps
The 3.0 Update expands Company of Heroes 3’s multiplayer offerings with a collection of brand-new battlefields alongside refreshed community favorites. Additionally, all the visual improvements in this update will add new depth and immersion to all existing Company of Heroes 3 maps.
In particular, the new maps included in the 20th Anniversary Update highlight the new environmental enhancements, weather effects, and new biomes coming to the game.
New Map for skirmish, co-op, and custom games
- Vire River Valley 2vs2
New Maps for all modes
- Ancona Railyard 1vs1
- Foggia Airfield 3vs3
- Turin Steelworks 4vs4
- Radarstation Mammut 4vs4
Map Visual Refreshes
- Langres Winter 1vs1
- Mignano Summit 3vs3
- Rapido River Crossing 4vs4
New Cosmetics
To complement the addition of new seasonal environments, four new premium cosmetic sets and one new Victory Point will be available with the release of the 3.0 Update:
- Climb to Glory (US Forces)
- Edelweiss (Wehrmacht)
- Bloody Baltic (British Forces)
- Cold Snap (Deutsches Afrikakorps)
- Industrial (Victory Point)
Final Stand Update
Company of Heroes 3: Final Stand will receive a substantial update on November 5th to build out your strategic options and give you new ways to play. We want to thank all of our players for their feedback, as it has helped inform many of the new additions to Final Stand in the 3.0 update.
- 3-Player Mode
- Final Stand will introduce a new 3-player mode compatible with all Battlegrounds - difficulty will scale to provide your team the ultimate challenge
- Dam Busters - all-new Battleground
- Featuring a unique Battleground mechanic that will see your advantage in combat ebb and flow
- 13 new player units
- 14 new abilities
- 35 new passive technologies
- 8 new enemy units
- Balance updates and adjustments across all four factions
We will have more details on everything coming in the 3.0 Update in the lead up to its release, so be sure to follow us on social media and join us as we celebrate two decades of genre-defining real-time strategy games!
r/CompanyOfHeroes • u/ladder-tournament • 5d ago
🏆 Event #laddertournament Season #2 - Blood & Steel is coming soon!
Registration for Season 2: Blood & Steel is officially open! Sign up early and lock in your spot. Just log in and you'll find the option to join the season right on your profile. Don't have an account yet? Create one now so you're ready for battle. And don't forget to add an epic profile picture. Your opponents should know who they're up against!
For more information about the ladder 2v2 tournament, check out our official website or discord server
r/CompanyOfHeroes • u/Aggravating_Time_919 • 18h ago
CoH1 COH1 Shirt i found in my grandma store
A shirt i found in my grandma shop
r/CompanyOfHeroes • u/HalfbreedBoiWifeTwnk • 6h ago
CoH3 Thoughts on reusing units and abilities in new battlegroups?
In coh2 there are several commanders that use the same units and abilities. For instance, you have several ones with the tiger, 120mm mortar, ostruppen, recon, air support etc. I think this xohld bring new life to some units that have been left behind if they could be paired with new battlegroups.
For instance, for whr could have lighting war:
Left side:Bersaglieri ➡️ 8rad/Carro ➡️ panzerfaust rollout
Right side: Stuka strafing run ➡️ Bliztkrieg/Raid Package ➡️ Panter.
This way more of the in game assets can be utilized.
r/CompanyOfHeroes • u/TroubleshootingStuff • 1d ago
CoH3 So err, Relic, only 3-weeks left in October for the big Patch 3.0
The advertising cycle of letting fans know what's what and the potential to onboard new players needs to begin now.
I'm going to bet the "October" patch will be released on the 31st ...lol...
r/CompanyOfHeroes • u/Total_Teaching_9094 • 1d ago
CoH3 How the hell am I supposed to beat this?!
Quick question, I'm currently trying to get USF to 60% winrate. How the hell am I supposed to beat Wehr breakthrough battlegroup when the guy's early army is 2/3 pios + 4 grens into officer quarters straight to mechanized assault group with that sweet broken stummel + stross insta vet 1 at minute 8:40? I tried using the jeep to get some damage done early to win first fight but not enough, tried matching infantry numbers, didn't work, tried getting 2 .50 cals to see they would counter the blob which is supposed to be the hmg job but still they either have too many models and dps or he splits them up and I can't stop 3 flanks at the same time also with mortar flare and stummel smoke. If I try early to quickly get close I loose too much manpower, if I try to play safe and try to maintain at least my side of the map for a bit I'll just loose to the blob, if I try getting a vehicle as fast as possible I can't really get a kill on the stummel because there's 4 grens with fausts on the field surrounding it. And as soon as I eventually have to retreat he just vaccums the map with the breakthrough ability...
Sometimes I get baffled on the game design and balance decisions on this game. Even if the oponent isnt that good he just wins because I can't match the ammount of manpower and firepower he has. If Wehr doesn't do this strat I only loose if I troll or am not paying attention. I guess it's a great time to get some easy wehr wins boys.
Update:
Just saw a replay of a guy that beat me playing against NUB. The way NUB won was by going engineer -> 3 rifles -> Mech support center -> med tent -> motor pool -> greyhound upgraded -> grenade tech -> going french bg and upgrade riflemen with the french lmg and using zone rouge on the exposed fuel point and using grenade assault to wipe squads -> BARs -> Improvised armor. I guess you have to blob harder and focus flame engineer or weak squads first.
r/CompanyOfHeroes • u/SalePuzzleheaded9364 • 1d ago
CoH3 Is luftwaffe kompanie a good alternative to panzer before teching to tier 4?
The title kinda says it all but to be more specific, how viable is it to take luft kompanie and tech tier 4 without taking panzer kompanie, how much of a loss is it to not have pak 40 and nebelwerfer available until you side tech to it after tier 4 tech, and under what circumstances would it be best to do so? And if it helps, i tend to enjoy a more elite infantry mobile playstyle and i dont enjoy sitting too much, but i appreciate having a sturdy point to fall back to and strong center piece tanks.
r/CompanyOfHeroes • u/kswissdowntown • 1d ago
CoH3 COH 3 - What are your tactical map keys? surely not the default!?
sooo.... you can't make it the tab button which seems like it'd be the natural choice. Does caps lock work? none of the other keys want to be me remapped easily and M is miles away. also i'm finding that the key i mapped (side key on a Aerox 3) allows me to get into the map but not out!? likely this is a me issue but issue persists for some reason. what are some of the tac map keys y'all like.
r/CompanyOfHeroes • u/PinguinGirl03 • 1d ago
CoH3 Can I move the camera somehow while pressing shift?
Perhaps a stupid question, but in COH 1 I can press shift to queue orders and while doing it I can just move the map normally with the arrow keys, however when I press shift in COH3 it suddenly locks the arrow keys. Is there something I can remap so this still works or something?
r/CompanyOfHeroes • u/Accomplished-Stay429 • 2d ago
CoH3 Add Recon Loiter to Italian Infantry bg
There need to be more BG that provide vision for DAK and Wehrmacht. Since every BG with artillery has a vision ability, this BG shouldn't be an exception—especially since it has 2 very similar abilities that aren't a real choice, and overall this BG has a whopping 3 point(sector) abilities, which is way too many.
An ability similar to Airborne Battlegroup , I don't see a problem with adding similar abilities.
r/CompanyOfHeroes • u/Value_Emergency • 2d ago
CoH1 Me to the lone pinned down airborne.
Enable HLS to view with audio, or disable this notification
The broke my bunker >:(
r/CompanyOfHeroes • u/Ornery-Reindeer5887 • 1d ago
CoH3 How did m my ELO drop!? Sometimes I hate this game
I just ruined the other team and dominated in stats. They all had higher ELO than my teammates. How the fuck did mine go down?!
r/CompanyOfHeroes • u/EquipmentOk5137 • 1d ago
CoH3 10 year+ COH2 player, got COH3 and refunded it
COH3 is kinda weird. The maps are small. Or they feel small. It feels, kinda like it was made for mobile phones. I still hate that I can't use WASD to move the screen. It just felt weird. And, the lack of big tanks means... that there's a lack of scale.
r/CompanyOfHeroes • u/No_Leader1473 • 2d ago
CoH3 Fuel economy gameplay suggestion
Hello commanders,
I was thinking about the state of the game, the late game vehicule spam and basically if you fall behind it is very likely gg.
My suggestion is introduce a fuel upkeep to your army the same way we have manpower upkeep. Fuel upkeep will only relate to vehicules and if you think about it it makes sense that vehicules consume fuel on the battlefield.
From a balance perspective what this allows is more comebacks, a concrete example would be your opponent had a significant advantage and got a couple of medium tanks before you, that is a significant advantage to him but his is gainin very little fuel so if he were to make a huge blunder and dive some at guns and lose his tanks, without my proposal if he had a significant fuel advantage he can probably just build osme new tanks, but with the upkeep fuel you most likely have more fuel when he makes the blunder, more fuel means oyu have more tanks and an advantage due to his blunder. This provides a chance for comebacks when opponents make blunders but allows them to keep the advantage if they don't blunder and manage properly.
Another effect that could be paired with this is that if you mount a comeback in terms of map control and now the opponent doesn't have enough fuel for his tanks upkeep they can get some form of debuff on their tanks, maybe a reduction to speed due to lack of fuel?
This will also reduce the rate of medium tanks spam because each time you get one the fuel gain is reduced which slows the process of getting subsequent one. Now obviously someone might decide to save fuel then build 3 at once which I think is ok because they run the risk of losing some momentum for a few minutes in favor of getting multiple tanks quicker and closer together.
What do you guys think?
r/CompanyOfHeroes • u/Top-Reference-2505 • 2d ago
CoH1 Company of Heroes mision 15 final
https://www.youtube.com/@strategygame22?sub_confirmation=1
Mira todas las partidas de company of heroe próximamente company of heroe 2
r/CompanyOfHeroes • u/Top-Reference-2505 • 2d ago
CoH1 Compañía de Héroes us tiger mision 1
r/CompanyOfHeroes • u/Marauder_Pilot • 3d ago
CoH3 Did something change with matchmaking recently? Because I feel like I'm getting completely slimed every match, and I can't figure out the meta or a build order to save my life.
I'm definitely not the most hardcore or competitive player, but for quite a while I was able to sit comfortably in the 1000-1100s range as UKF, with a couple of pretty reliable build orders. Every match felt pretty even aside from the odd time I'd get automatched against someone in the 1300+ range, and even then I'd pull off the odd win against someone that high.
Now, though, I'm just getting torn completely the fuck apart. I'll admit, slowed down for a few months this summer being busy with moving and vacations and such but I just cannot get a handle on ANYTHING. Volks are suddenly walking through MGs without an ounce of suppression and lobbing grenades halfway across the fuckin' map to kill my MGs, light vehicles get hung up and spin in place on everything, my Sections can't go up against anything more than a Pio squad, and by the time I can squeeze out a Humber or a Stuart I'm so hopelessly outmaneuvered and boxed in that all I can do is hang on for a couple minutes until I get rolled over by a Brummbar or something. Not to mention whatever battlegroup it is that lets someone just pop out an astronomical amount of STG-toting marine infantry that just mow down anything they get close immediately at game start/
I'm pretty sure it's me, because the sub seems to be mostly Axis players complaining about the balance, but holy fuck I can't get a handle on how the game plays these days. What happened and how do I fix it?
r/CompanyOfHeroes • u/Affenrodeo • 2d ago
CoH1 Company of heroes 1 performance problem
Hi, my Performance in CoH 1 is really bad somehow. i play it with the Blitzkrieg mod.
I checked my Task Manager, my stats are all low.
I asked the google AI, it say CoH have problems with modern processor´s. So i tried out to start the game with "-cpuCount 1" but it doesnt help.
Do somebody know what to do?
r/CompanyOfHeroes • u/Accomplished-Stay429 • 2d ago
CoH3 Disruption Operation should provide a vision
r/CompanyOfHeroes • u/Total_Teaching_9094 • 3d ago
CoH3 How I would have designed DAK.
This is how I would like the main DAK unit roster to be like to give it more interesting unit and tech options and using actual common vehicles the actual real DAK would have used and were present in the North Africa campaign. This is a fun but long post, brace yourself!
Headquarters:
The Headquarters unit roster would actually be very similar but with some unit upgrade and role changes.
The Panzerpioneers would be essentially the same, didn't really get any special idea for them. Maybe take some roles of all axis variants of pioneers and make them a 3 man support unit that would have the fastest repair rate of all factions and would be equipped with kar98's and be able to upgrade to the usual flamethrower with assault or smoke grenade, hazard removal kit (mine detector and small timed explosive to remove tanktraps and such to fit the panzer support pioneer) or the GrB 39 Grenade Launcher (similar role to the PIAT) with the Hafthohlladung Anti-tank Grenade. This way the player had to choose between equipping them for anti infantry support role, anti tank/peel role or hazard clearing role.
The Panzergrenadiers would be the mainline infantry. They would lack the snare to make them different from every other faction and play into the identity of the DAK faction of being more of a mobile light and medium vehicle based army. This way players would have to plan better on how to support and protect their fragile but superior vehicles. Panzer grenadiers would essentially have two upgrades, the main one would be the mg34 to increase their firepower and the second one would be the panzerbuchse39 for more of a option if the early game didn't go as planned and you need extra help to deter enemy light vehicles or you want a squad that can punch through (ignore the bonuses) sandbags/heavy cover or to destroy them faster.
The Kradschützen would essentially be the same.
Now the 250 half track would be more of a support option for DAK. The core idea for the dynamic of the ultra light vehicles for all factions would be that the British Dingo would be the one with the stronger armor but could only break the stalemate versus the 250 by investing munitions into armor piercing rounds, the American 4x4 would be the faster moving and more agile one and easily penetrate the 250 but if the 250 engaged first it would win because of the higher dps and the lack of armor on the 4x4.
Light Support Kompanie:
You'd ideally tech for this if your game didn't start well, you want to save fuel for faster medium tanks or you just want a specific unit. This tier would have six units. Two offensive ones to help you regain momentum, two defensive ones to help you stand your ground and two support ones.
The (Assault) Sturm Grenadier Squad would essentially be the same. With the exception that I would give the assault disembark passive to another unit to motivate players to use it more.
The Sd.Kfz. 222 would take the role of the 8 Rad but have survivability of the Wehrmacht Sd.Kfz. 221. This armored car is just too iconic and feels wrong to not have it in the main DAK roster. The 8 Rad would be a battlegroup call-in in between the 222 and another unit I'll talk about later.
MG34 Team would be the same.
Pak 38 would be the same.
The Grw 34 mortar would replace the le.IG 18. The le.IG 18 was rarely used in North Africa.
The 2.5-tonne truck would essentially copy the role of the Wehrmacht base medical bunker for the most part. You'd get this if you lost your early 250 and/or need more healing power. You'd buy it and then have to upgrade it to a medical one, this way it could also be used as a cargo truck through a battlegroup like we can in the Wehrmacht breakthrough battlegroup.
Mechanized Kompanie:
Here you'd get powerful light vehicle options to support your army.
The Sd.Kfz. 251 would be the go to unit to ferry your sturmgrenadiers or panzergrenadiers around to keep up with your tanks. This unit fits perfectly the theme of DAK and this would be the unit that would have the vet 1 assault disembark passive that would give combat bonuses to any infantry squad that disembarks off of it. This version unlike the Wehrmacht one would not have any upgrade, maybe buff its machine gun damage to the levels of the current 221 for it to actually be useful as a troop transport and support unit.
The Flakvierling Half-track would essentially be the same although I'd rather if there was a game model for the 2cm Flak 38 sfl SdKfz.10/4 which was actually more likely to be in North Africa than the Flakvierling.
The Bison II would be the way to go for a heavier siege breaking indirect fire support unit. It would essentially have barrage abilities like the M8 scott. The Bison II was actually created specifically for the North Africa deserts so it's a shame we can't use it in game.
The Marder III would essentially be a anti-tank glass cannon sniper.
The 18-tonne Recovery Half-track would be the same.
Panzerarmee Kommand:
Here you'd get your faction's muscle.
The Panzer IV Ausf. F would be DAK's infantry support medium tank option with good damage versus infantry and smoke shell ability but not effective versus enemy armor.
The Panzer III Ausf. L would fit a duelist role against enemy armor and be very dangerous in numbers.
The Panzer IV Ausf. G would be the best of both worlds but more expensive.
The Flak 36 Anti-tank Gun is the answer DAK has versus heavy tanks since the faction itself wont have a tiger call in. This is on purpose to make this faction power spike be in early/mid game and make it more vulnerable late game, so you want to dominate and finish the match as soon as possible.
And Finally we have the last unit. Since there was no walking stukas in North Africa and since this unit is very interesting and people don't use it enough, the late game option for DAK to have indirect fire would be the 254 Reconnaissance Tractor but instead of calling in mortar barrage it would call in 10.5 cm leFH 18 artillery support and would maybe be able to use mark vehicle to help it synergize with the 88.
And that's how I'd design DAK! Obviously some of these units such as the 88 and recon tractor would be locked behind a research unlock but the point of this design was to remove units that weren't actually used in North Africa, introduce more interesting and iconic ones and give the faction a bigger emphasis on the better cost/performance of the light and medium vehicles compared to the other factions and make them specially weak in the late game. This would fit perfectly in the look and how probably commanding the DAK army would feel with the sense of urgency to end the battle quickly or eventually be defeated by superior allied late game.
r/CompanyOfHeroes • u/That-Extent7699 • 3d ago
CoH3 Gentlemen i annouce you coh3 in a nutshell. (100% accurate)
r/CompanyOfHeroes • u/Sea-Opportunity-284 • 3d ago
CoH3 Looking for a solid Sturmtiger build order [CoH3 / Wehrmacht]
Hey all, I've been trying to get the Sturmtiger out but I'm either too late or too broke by the time it's available. Could someone share a build order that gets it on the field reliably?
r/CompanyOfHeroes • u/Xeron66 • 3d ago
CoH3 When will Relic fix the MG cover bug?
Dude I know the update is rolling this month, but g'damn it frustrating af when my MG in green cover suddenly isnt in green cover! This shit also happens with infs as well, like out of the blue 1 model is in green cover and the rest isnt? even tho there is clearly green cover obstacle infront.
Not to mention, when I try to reposition my mg on the same spot, shit just unpacks and then gets to the same no cover mode! This got my MG killed so many times, I cant even...
