Posted by John_RE on 01/Dec/2025

Fixed infantry sometimes losing their equipped weapons such as engineer losing their flamethrower after repairing something
Fixed an issue where the A.I. would get stuck trying to pick up a weapon
Transfer Orders
Fixed Transfer Orders to Grenadiers to require the unit to be in the HQ Sector
Sturmpioneer Transfer now requires a fully reinforced Pioneer Squad
Sturmpioneer Transfer ability recharge set to 120 from 0
Fixed an issue where Sturmpioneer Transfer could be applied to Sturmpioneers
Fixed an issue where Transfer Orders could spam duplicate units
Fixed an issue where Resistance Fighters could be called in at maximum population
Fixed an issue where Crew Shock sped up rate of fire rather than reducing it
Fixed an issue where Crew Shock criticals could stack
Fixed an issue where the Propaganda Tower was increasing the attack speed of enemies, not reducing it
Fixed a bug where A.I. slots in the game lobby which have Battlegroups equipped (that the local player does not own) would show a grey icon instead of the correct battlegroup icon
Removed a debug message that would appear when viewing a friendly casualty on the tactical map that can be revived by the Polish Cavalry's No Man Left Behind ability
Some debug text that would appear when Sturmpioneer Squads construct Sandbag Shoring has been removed
Fixed an issue where sometimes the Borgward Wanze explosion VFX would not play
Borgward Wanze was spawning with a demo charge - this was a visual issue. They should appear without their charge and obtain it after unlocking
The BAR SFX could loop continuously even when the weapon was not firing if the player zoomed in during its firing sequence
Fixed A.I. sometimes not ending their turn and soft locking the Italy campaign
Please note that this hot fix will invalidate replay files and potentially any mid-mission saves created before 2.2.1.
Posted by John_RE on 27/Nov/2025

The Scarlet Bison (2.2.0) update will be available for Company of Heroes 3 today at 10am PT and includes new maps, quality of life updates, bug fixes, and multiplayer balance changes. Along with today’s release of the Endure & Defy Battlegroup DLC pack, this update shakes up the game in exciting new ways. We hope Scarlet Bison closes out 2025 with a bang as we gear up for a busy 2026!
Many of the fixes and changes included in today’s patch are thanks to your feedback, so please continue to report any issues to us at help.relic.com.
Company of Heroes 3: Endure & Defy is a Battlegroup DLC pack consisting of four Battlegroups for Multiplayer and Co-Op / skirmish vs A.I.
[dynamiclink href="https://store.steampowered.com/app/4095900/Company_of_Heroes_3_Endure__Defy/"]US Forces – Italian Partisan Battlegroup
Deploy daring Partisans to wreak havoc behind the lines. Cunning, deception, and sabotage are how your forces will prevail.
Brave Resistance Fighters and Saboteurs will enhance your ground forces, while tunnel networks, resource siphoning, and underground detonations will cause the enemy to collapse from within.
Wehrmacht – Last Stand Battlegroup
Victory requires sacrifice. Bolster your line with powerful improvised defenses and embolden your ground forces with a number of extraordinary measures.
Repel the Allied advance with the imposing Pantherturm and immobilized vehicles, then demoralize their troops with the Propaganda Tower. Panzerfaust rollouts, improvised barrages, and final battle directives enable victory at any cost.
British Forces – Polish Cavalry Battlegroup
Seek revenge with grizzled Polish troops who long for battle, and smash the enemy with devastating heavy weaponry.
Elite Polish Lancer Sections lead the line, while Polish-crewed Sherman Fireflies and Land Mattresses demolish enemy positions and armor with frightening efficiency. All Polish units thrive against veteran enemies.
Deutsches Afrikakorps – Kriegsmarine Battlegroup
Bring the might of the German Navy to bear. Fortify your positions, establish vital supply chains, and then annihilate all in your path with catastrophic fire support.
Kriegsmarine infantry provide combat flexibility and engineering prowess. Establish Hardpoints to secure territory and enable supply drops. Stuka Bombers, Fritz Glide-bombs, and Naval salvos will break the enemy upon your shores.
Several stability fixes addressing rare crashes during loading and save-game operations
Battlegroup abilities that appear on the right side of the screen are now sorted bottom-up with active abilities coming before passive abilities, resulting in a more predictable allocation of ability hotkeys
Bologna – (1vs1)
Community mapmaker Brian makes his debut in this wonderfully realized urban battlefield. Controlling each plaza and securing your flanks are key to survival in Bologna.
“We are losing ground everywhere. The earth feels heavier beneath my boots now than it did just days ago. This once-beautiful city is our last stand in this cursed campaign. Orders from the high command are clear: hold the city at all costs. But what "costs" are they prepared to pay?”
Sightlines are key in this bombed, urban landscape. Maintain control of plaza and courtyard alike, and prepare for flanking attacks between ruins.
Wadi Darnah – (2vs2)
Community mapmaker TheSphinx made serious waves with this new North Africa map. Beautifully designed and expertly crafted, this map was well-deserving of the first place prize in GBPirate’s latest map making competition.
In the barren regions of North Africa - where only sand, stone and the most stubborn of foliage persist – water has become the most valuable resource.
Settlements and armies alike, since the Ancient Romans, have clung to any source they can, often in the form of Wadis, which run through shallow gorges and avoid the baking heat of the sun.
Oliveto Citra – (4vs4)
Community mapmaker DutchToast makes a return with another vast 4vs4 map. Oliveto Citra features distinct lanes of hedgerows and critical areas for our players to battle over.
The Germans have dug in a central defensive line, cutting off access to the main road in an attempt to secure the local logging operations for the war effort – a scar across the countryside.
Once secured, the allies can push through to San Angelo and then onto Monte Cassino. Powderkeg – (4vs4)
Surrounded by groves, vineyards, and long outer approaches ideal for wide rotations, Powderkeg combines a compact urban center with expansive outer farmland. With multiple approaches into and around the center, teams have plenty of room to dictate where the fight happens
"Freedom is like air: you realize how precious it is once you start running out of it." – Piero Calamandrei
The Armistice of Cassibile arguably marked the most dangerous turn of events for Italian Partisans. Fathers, brothers and sons that were destined to return home to their families after Italy's surrender were instead press-ganged into service or servitude under the Wehrmacht. Italy was not free - it was held hostage. Over 70,000 Partisans, ex-soldiers and civilians were killed in combat or reprisals - a harrowing toll for a nation under occupation by its former ally.
We have multiple bug fixes and improvements across our Multiplayer Maps, Thanks as always to feedback on the Official Discord. Please be sure to leave comments in the map-feedback section if you have any additional map feedback or issues for future updates.
Fuel Point icons on Tactical Maps have been updated to be the same quality. A smaller scale version was being used for some points
Unique loading screens have been added, featuring this update’s new units and maps
The default skirmish map (the first map players will see when loading their first skirmish on a fresh installation of Company of Heroes 3) has been changed to (2) Blinder Alley
(2) Crossing in the Woods - minor adjustment to heavy cover in the West and East corner fuel points, better balancing how much cover they provide on the offence and defence
(2) Tuscan Vineyards - Reduced dense sections of vineyards to better enable ultra-light vehicles to path around the map. Minor adjustments to cover and pathfinding
(2) Villa Fiore - Minor adjustments to blocking rocks, preventing units from firing through cliffs. Additional adjustments to heavy cover outside the Northern HQ sector that isn't mirrored on the Sothern sector. All cover in these areas are now light cover
(4) Day 101 – Removed duplicated foliage, which was causing lighting errors and flickering
(4) El Alamein - Added an atmosphere transition to improve visibility as matches run longer. Minor adjustments to map craters and to the Western Victory Point
(4) Road to Primosole - Territory has been adjusted to reduce reliance on the outskirts of the manor, pulling resources closer to the map's center and frontline
(6) Catania Crossing - Minor adjustments to blocking rocks, preventing units from firing through cliffs
(6) Gothic Line – additional blockers have been added to the concrete bunkers featured in the maps central cliffs. This will help prevent Anti-Tank guns from firing through the terrain
(8) Black Gold - Added ultra-light impass under a large rock formation near the Northern depression, preventing ultra-light vehicles from clipping into the cliff
(8) Monte Cavo - Updated the Eastern entrance to the central compound, enabling better access for ultra-light vehicles. Our recent changes to ultra lights made one entrance impassible to them unintentionally. We have also added additional locations for off-map units to enter behind the player HQs. Previously they were forced to enter via the road in the HQ areas
(8) Sousse Stronghold – Added ultra-light impass to a large rock formation, preventing units from clipping into the terrain
As part of our ongoing balance and quality of life improvements to the map pool, an investigation was started into some of our most heavily downvoted maps. Among them, it was determined that some feel too large for the number of players they were originally made for. After some experimentation it was determined that three maps in particular were suitable for adding additional players.
(4) Semois has been added to the 2vs2 map pool for Quick Match, Custom Games, Skirmish and Vs AI modes.
(4) Djebel Pass has been added to the 2vs2 map pool for Quick Match, Custom Games, Skirmish and Vs AI modes.
(6) Road to Primosole has been added to the 3vs3 map pool for Quick Match, Custom Games, Skirmish and Vs AI modes.
The above maps feature larger HQ areas and some minor adjustments to their territory layouts to accommodate the increased player counts.
The original maps, (2) Semois, (2) Djebel Pass and (4) Road to Primosole will all remain available in their respective game modes for now.
Vehicle Loading & Tank Riding
Tank riding and infantry loading have been overhauled to improve responsiveness and coordination between squads and vehicles.
Infantry that disembarks from a tank now follow that vehicle’s attack-move command, preventing them from being left behind during pushes
Vehicles no longer come to a full stop when loading infantry. Instead, they retain momentum, making combined-arms advances more fluid
Move commands can now be queued after a load command
Reinforcement & Garrison Improvements
Units inside holds are now easier and safer to use.
Infantry can now reinforce while inside buildings, halftracks, and other holds if a reinforce source is nearby, opening more tactical options for mobile or fortified play
Losing a constructed garrison (such as bunkers or fighting positions) will no longer kill its occupants, encouraging players to hold positions longer without being punished for committing to defensive structures
Engineers in holds will automatically ungarrison to repair when commanded
Vehicle Pathfinding & Collision
Vehicle movement has been adjusted to create cleaner, more predictable interactions on the battlefield.
Opposing vehicles are now less likely to phase through each other, allowing intentional body-blocking and positional traps
Allied vehicles can still soft-pass through one another to prevent traffic jams, and exceptions remain on bridges or tightly enclosed paths where no alternative route exists
Fixed softlocks in missions Capture Gela Square and Wreckoning
Loyalty no longer decreases when declining popup missions
Updated the distress call dialog to clarify mission launch options
Fixed Monte Cassino bombing event plane spawns
Adjusted artillery barrage hotkey positions for Indian Artillery Company
Fixed incorrect icons and notifications for depots and affectors
Fixed narrative and tooltip inconsistencies across missions
Fixed Partisan Siege spawning in Winter Line towns
Fixed Uphill Battle mission icon resolution
Fixed Flak 36 reinforcement crew issue
Fixed Sherman 76mm upgrade misplacement on command card
Fixed campaign loyalty and resource cache build requirements
We did some focused playtesting and iteration vs the A.I. for this update. We noticed a number of critical issues that were making it less satisfying to play with and against. The following changes should improve the experience of playing with the A.I., though don't expect it to take the top spot on the leaderboard just yet. The A.I. will have some new clever behaviors and a more verbose set of tools at it's disposal.
Added new flanking behavior for infantry and light vehicle units when engaging with team weapons
A.I. will reposition less in short range encounters. Previously the A.I. units moved around so frequently it reduced their damage-per-second and caused them to lose most engagements
Can now use Indirect Fire Abilities such as Nebelwerfer barrages
More frequently use important anti-vehicle abilities such and Panzershreks
Performance optimized for games with A.I. players
Increased likelihood for placing emplacements to help secure points
A.I. will retreat from engagements less often. Preferring to tough it out in fights that aren't 100% optimal to wait for backup or delay enemy advances
Added new logic to support more intelligent usage of Battlegroup abilities. This will lead to the A.I. using some abilities that they previously would not, or would rarely use, such as saving up for a heavy tank.
Battlegroup Call-In Units
Battlegroups that have 0 CP call-in infantry have too much momentum against standard builds which require a starting building to be established. These Battlegroups can outnumber their opponent or take early map control, allowing them to snowball into the mid-game.
Furthermore, we have noted that certain vehicle-based call-ins have short recharge times, allowing multiple vehicles to be deployed in quick succession.
The following change will delay the arrival of early call-in infantry units and increase the delay between subsequent vehicle call-ins
0 Command Point Infantry - now start on a 25-second initial cooldown before they can be deployed. Fallschirmpioneers and Heavy Machinegun Paradrop are unchanged
All non-heavy tank and non-ultralight Battlegroup vehicles recharge standardized to 120-seconds
Generalist Heavy Tanks
Significant changes have been made to obtaining heavy tanks. Currently these units are too effective in small game modes, while in team games, the game often ends before they can arrive.
The changes below allow heavy tanks to arrive sooner when the player techs up, while delaying and increasing the cost to get a single heavy tank without the correct structure.
We have also increased the Veterancy requirements of heavy tanks that levelled up too quickly, and their population has been increased to better reflect their effectiveness, which is better than two standard medium tanks.
End-game Structures - Tank Depot, Panzer Kompanie, Company Command Post, Panzer Armee Kommand
Now immediately grant 2 additional Command Points to the player once construction is complete for a total of 3
Discounts the cost of generalist heavy tanks by 20% manpower and 20% fuel once the end-game tech structure has been built
Wehrmacht Tiger, Pershing, Black Prince, and King Tiger
Manpower increased by 30% for all listed vehicles
Fuel costs increased from 180 to 250
Command Point cost increased by 1
All Generalist Heavy Tanks - Wehrmacht Tiger, Pershing, Black Prince, King Tiger, Afrikakorps Tiger
Population standardized to 24
Experience values increased and standardized to 3440/10320/20640
Generalist Mediums - Wehrmacht and Afrikakorps Panzer IVs, M4A1 Sherman, Sherman Easy 8, Sherman 76mm, Grant, Panzer III
The veterancy of medium tanks is being changed to be more impactful. Previously, a medium tank with Veterancy struggled to stand out, even once it got to level 3. We have also changed their Veterancy to have a greater emphasis on anti-vehicle performance, rather than anti-infantry power.
Veterancy 1
+15% Main Gun Accuracy (Affects both the Grant’s cannons)
Veterancy 2
+20% Weapon Penetration
+30% Rotation Rate
Veterancy 3
+25% Weapon Attack Speed
+80 Health
Unique Bonus remains the same for each tank; Panzer III’s unique is a higher rate of fire bonus
Crew Shock Critical
The effectiveness of the Crew Shock is being increased, allowing infantry to be more effective at slowing down and weakening enemy tank assaults.
Duration increased from 5 to 7.5
Now lowers affected units rate of fire by 33% while active
Light and Medium Anti-tank Guns
We are increasing the size of mobile anti-tank gun squads to improve their survivability against explosive weapons and tank shells, while leaving them vulnerable to small-arms fire.
Furthermore, anti-tank guns will be more effective as they gain Veterancy with a focus on increasing offensive power.
Crew size increased from 4 to 5
Crew health reduced from 100 to 90
Veterancy 2 traverse speed changed to +15% attack speed/rate of fire
Veterancy 3 rate of fire bonus reduced from +35% to +30%
Note the 2-pounder does not receive these changes to attack speed from veterancy
Towed Anti-tank Guns – Flak 36, 17-pounder Anti-tank Gun, M5 3-inch Anti-tank Gun
The heavy anti-tank guns had a little too much health per entity when combined with their large squad size. We are reducing their health to make it easier to clear these weapons when not properly supported. Note the M5 crew is having its health increased by 5, as it was previously lower than other heavy anti-tank guns.
Crew health lowered and standardized to 105
All Direct-fire Medium Team Weapons – Anti-tank Guns, Flak Guns
Direct-fire team weapons are too resistant to small arms fire when in the open due to the weapon providing cover. We are removing this, so exposed team weapons are vulnerable to infantry assaults.
No longer provide light cover
Observation Posts
Observation Posts will now increase manpower income when placed on Strategic Points to bring it in-line with all other resource points.
Now grants +20 manpower when built on Strategic Points
Casualties
The time a casualty remains alive has been increased to give players more opportunities to interact with casualties and allow medics to reach them on larger maps.
Time duration increased from 30/40 to 140/150
Recovery Medics – Triage and Medical Bunkers
Medic counts are being reduced to account for the increased time casualties remain on the field.
Medic count reduced from 2 to 1
Garrison Combat Bonus
It was too easy to kill units inside constructed garrisons – any area of effect weapon was incredibly deadly to the occupants inside, resulting in squads always wanting to be outside the garrison past the early game.
Combined with the change to constructed garrisons not killing their occupants on death, players will now be able to seek shelter in their defensive structures rather than it being safer to stand outside.
Now provides +50% damage reduction to units affected by the garrison
Constructable Bunkers, Fighting Positions and Fighting Nests
No longer has a chance to kill occupants. Units emerge undamaged
Light Artillery - Pack Howitzer, heavy Mortar, Le. IG
Light Artillery auto-fire range increased from 100 to 125
Smoke Bomb Runs – Airborne and Breakthrough
Smoke Bombing Runs bomb count increased from 5 to 7
Smoke Bombing Run coverage increased from 25 to 35
Sandbags
Build time increased from 5 to 6 seconds
Grenades and Flamethrowers
Should now detonate mines they hit that are within their splash radius
The US Forces are receiving significant improvements to the Barracks and Motor Pool which have been underperforming. The changes to the faction reduce the volatility of Riflemen openings, while Motor Pool has better shock value and longevity when combined with the changes to anti-tank guns.
Grenade Package
The cost of the Grenade Package is being reduced, giving Barracks play easier access to Frag Grenades, but more importantly, the Sticky Bomb to ward off early vehicles.
Fuel cost reduced from 15 to 10
Scout Squads and Variants
We are locking Utility Package behind tech to make it harder to negate early machine guns – Scouts are already effective against Heavy Machineguns by spotting them from range, allowing players to avoid or flank them. This change also allows us to push back the camouflaged Heavy Machineguns found in the Terror Battlegroup.
Utility Package now requires a Support Center
Riflemen Squad
Riflemen damage-per-second is too low at medium and long-range, leading to a binary play pattern of the unit needing to close-in at point-blank or avoid ranged engagements. Their inability to punish units at range or fight defensive battles is also a major weakness in team games where there is less room to maneuver, and armies are consolidated. Furthermore, the squad is weak against ultra-light vehicles when forced to fight at range, making the Barracks vulnerable to early 250s.
To address these issues, we are increasing the damage-per-second of Riflemen at medium and long-range with a focus on rate of fire. These changes will allow Riflemen to trade with infantry in cover battles and ward off early ultra-light vehicles.
Manpower cost increased from 260 to 270
Damage-per-second increased at mid-range by around 10-15%, long-range by roughly 50%
Rifle far-accuracy increased from 0.33 to 0.35
Rifle mid and far aim-time multiplier sped up from 1/1.5 to 0.75/1
Rifle mid and far cooldown multiplier sped up from 0.5/0.9 to 0.4/0.6
Squad leader submachinegun accuracy increased from 0.53/0.46/0.29 to 0.56/0.55/0.37
Squad leader submachinegun far aim-time multiplier sped up from 2 to 1
Squad leader submachinegun far cooldown multiplier sped up from 2 to 1.5
M1918 Browning Automatic Rifle
The Browning Automatic Rifle is receiving significant improvements to its long-range firepower. The BAR will still be a weapon focused on short-to-medium range firepower but will allow Riflemen to wear down their opponents from range when closing the distance is not possible.
Damage per second increased significantly at long-range by 100%
Accuracy increased from 0.6/0.4/0.29 to 0.6/0.46/0.42
Far aim-time multiplier reduced from 1.5 to 1
Far cooldown modifier reduced from 2 to 1.1
Mid-range distance reduced from 22.5 to 17
Captain Retinue
The Captain’s Mark Vehicle was too powerful for a free ability on a cheap unit, as it already gives accuracy, penetration, and reveals the target.
Mark Vehicle no longer increases damage by +25%
4x4 1/4 ton-Truck
With the changes to Armored Battlegroup, we have room to give the 4x4 improvements in the early game as a combat unit – durability and anti-ultralight performance have been improved with only a minor cost increase.
When combined with the improved Riflemen, the 4x4 offers valuable harassment potential and support against other ultra-lights.
Manpower cost increased from 200 to 220
Health increased from 180 to 200
Penetration increased from 1.825/1.65/1.45 to 2.25/2.15/2
Self-Repair ability and Advanced Self-Repair immediately ends if the unit enters combat
Advanced Self-Repair can no longer be triggered in-combat
M3 Armored Personnel Carrier
75mm Anti-tank Conversion upgrade time reduced from 40 to 30
M8 Greyhound Armored Car
To improve the Greyhound's role as an early shock/anti-infantry unit, its cannon’s area of effect damage has been increased.
Area of effect damage increased from 0.5/0.3/0.3 to 0.75/0.4/0.4
Experience requirements reduced from 1200/3600/7200 to 1100/3300/6600
M24 Chaffee Light Tank
For such a costly unit, the Chaffee has underperformed, relying heavily on the Armored Battlegroup to remain efficient. With the changes to Armored, we are now able to improve the performance of the Chaffee in its vehicle-hunter and support role.
In addition to increased firepower and mobility, we have also introduced a new upgrade/ability, allowing the Chaffee to act as an armored scout, helping it spot for the Motor Pool’s anti-tank guns or reveal gaps in enemy defenses that can be exploited.
New ability - Recon Mode - Disables all weapons and Smoke Shot ability but increases vision range by +25. Toggle ability. Toggle recharge of 15 seconds between modes
Requires a 50-munition upgrade before it can be used
Reload speed sped up from 3.5/4 to 3.25/3.75
Acceleration and deceleration increased from 3.5/5.5 to 5/6
Rotation and pivot rate increased from 55/45 to 60/55
Experience requirements reduced from 1200/3600/7200 to 1100/3300/6600
M4A1 76mm Conversion
The anti-infantry performance of upgraded Shermans allowed the unit to overshadow specialist vehicles. With the upgrade always being available in the Tank Depot, one could build a critical mass that could tackle all threats.
The upgrade will now only improve anti-armor performance; in exchange the upgrade will see a cost reduction.
Cost reduced from 175 manpower and 40 fuel to 150 manpower and 30 fuel
76mm no longer improves anti-infantry performance, retains the same power as the standard 75mm gun
Area of effect damage reduced from 0.83/0.35/0.2 to 0.84/0.25/0.15
Angle scatter increased from 7 to 10
Advanced Infantry Battlegroup
Infantry Assault
Munitions cost increased from 125 to 150 munitions
Heavy Weapons Battlegroup
M26 Pershing Heavy Tank
The Pershing was too quick on the battlefield, allowing it to easily avoid anti-tank units and chase after opposing armor. We are reducing the unit’s speed and rotation rate while still retaining the unit’s identity as the fastest heavy tank.
Speed reduced from 5.85 to 5.3
Rotation and pivot rate reduced from 40/38 to 35/32
Special Operations Battlegroup
Assault Operations
Assault Operation’s bonus was very powerful against infantry but ineffective in the late game where area-of-effect damage is common. We are changing the bonus, allowing Assault Operation to have a greater impact against a variety of foes, while reducing how powerful it is against small-arms fire.
30% received accuracy changed to 15% damage reduction
M4A1 Sherman Whizbang
The Whizbang is having its double barrage removed, following a similar system to the Stuka while also having its health lowered, making it easier to destroy when caught out of position.
Health reduced from 720 to 600
Long-range rocket barrage now sets all barrages on a 30 second cooldown after firing
Rockets with now always collide with objects like buildings
Long-range Rocket Barrage ability will attempt to arc over tall obstacles
Armored Battlegroup
The Armored Battlegroup has received a significant revamp of its layout to make choices between various picks and which side of the tree to start with more impactful.
New Battlegroup Layout and Command Point Costs

Field Repairs
Field Repairs has been revamped to give the player greater flexibility in its use and to give Armored Battlegroup the ability to support allies in team games.
Cost reduced from 70 to 35 munitions
Is now a targeted ability that can be used on a friendly vehicle, healing that vehicle for 20 health per second for 45 seconds. Combat causes this healing to be paused until the unit leaves combat for 10 seconds. Can be used on allies
M8 Scott SPG
Barrage recharge time reduced from 60 to 45 seconds
M4A3E8 Sherman Easy Eight
With the Easy 8 becoming an exclusive choice against War Machine, its price is being reduced while its machine guns will no longer be weaker than the standard Sherman to reinforce the unit’s position as one of the strongest medium tanks in the game.
Cost reduced from 440 manpower and 110 fuel to 375 manpower and 105 fuel
Hull and coaxial machine guns now function similarly to those used by the standard M4A1 Sherman Medium Tank, increasing the vehicle’s anti-infantry damage output
Transfer Orders
Transfer Orders has been adjusted to transfer experience between squads, making it easier for Wehrmacht to transition out of Grenadiers, while still retaining a high premium to make transferring a major choice early game.
Now transfers experience of the Grenadier to the newly spawned unit
Recharge time increased from 60 to 120 seconds
Ability now moved out of the Infanterie Kompanie and now appears on the left-hand command bar
Kettenkrad Reconnaissance Vehicle
This is a quality-of-life improvement, allowing the Kettenkrad to use any of its abilities or construction options without opening a menu.
Buildable mines no longer appear in the build menu; they appear in the unit ability panel instead, reducing the clicks to access them by 1
Grenadier Squad
Grenadiers are having their long-range damage increased to allow them to better trade at distance and make rushing them more dangerous. Furthermore, their grenade will now be available at the start of the game, allowing them to push enemies out of cover for the MG 42 or provide short-range defense.
Damage-per-second at long range increased by 7.5%
Far accuracy increased from 0.625 to 0.6475
Far-aim time reduced from 1.25 to 1.1
Now have access to the M24 Stick Grenade at the start of the game
Grenade Assault cost reduced from 45 to 35
MG 42 Team
Build time reduced from 25 to 20
White Phosphorous Round duration increased from 30 to 60 seconds
Jager Squad
Changes regarding the removal of camouflage stripped a considerable amount of their power and has made the unit a little lackluster for an advanced infantry unit. To compensate for those prior changes, health is being restored back to its original value.
Health increased from 100 to 110
Luftwaffe Battlegroup
Luftwaffe Relay
Manpower cost reduced from 175 to 150
Terror Battlegroup
Camouflaged Machine Guns
We are pushing back the timing of this Battlegroup ability as it could be oppressive to fight against and to create greater competition with its alternative, Heavy Gunnery.
Command Point cost increased to 1
No Quarter
Trigger range increased from 18 to 25
Jericho Trumpets
While the Jericho debuff could be powerful, it competed with Propaganda Leaflet Drop as both abilities are anti-infantry based. To keep the ability’s cost high to prevent spam, we are giving Jericho Trumpets additional utility, providing the Wehrmacht Battlegroup roster with much needed reconnaissance.
Provides vision over the target area when the planes arrive and reveals camouflaged units
Now can be used in the fog of war
Breakthrough Battlegroup
2.5 Tonne Utility Truck
The truck has been adjusted to now reward the player for using them on larger resource points with even greater rewards if they are used on Victory points.
No longer takes up population and has no upkeep
Generates manpower on strategic points like caches
Resource generation now similar to caches, increasing based on the resource size
Manpower cost reduced from 200 to 150
Generates all resource types on victory points, those are counted as medium points for fuel and munitions
Coastal Battlegroup
Artillery Overwatch Abilities
The following change is being made to make this artillery ineffective at destroying the bunkers that call it in. Previously, an opponent could use a fast unit to draw attention of the overwatch, so it lands on bunkers and destroys them.
Now have a 75% damage penalty against all bunkers
Artillery Officer
We are making changes to the Artillery Officer’s overwatch ability to make subsequent barrages faster. The long delay between barrages made the ability ineffective at punishing enemies that remained in the zone for a prolonged period.
Barrage initial delay increased from 2 to 3
Shell height spawn reduced from 400 to 300
Infantry Section
The Boys anti-tank rifle is having its anti-infantry performance increased to make the weapon less detrimental to the squad at later stages of the game. Do note, that the Boys Anti-Tank Rifle is still weaker than the standard rifles used by the Infantry Section.
Boys Anti-Tank Rifle no longer has a 23% accuracy penalty against infantry
M3 Stuart Light Tank
To reduce how quickly Stuarts can be massed, fuel costs have been adjusted, making each individual vehicle more expensive, but the initial unlock cheaper.
Unlock fuel cost reduced from 25 to 15
Unit fuel cost increased from 40 to 50
Churchill IV Heavy Tank and Matilda Heavy Tank
The role of the Churchill and Matilda is to absorb enemy-fire, however, this results in them giving considerable amounts of experience to anti-tank units, diminishing their breakthrough role as they indirectly make the enemy stronger.
The amount of experience they give will be lowered to reinforce their role as a durable frontline unit with only modest firepower.
When damaged/killed by the enemy, these units give enemies 33% less experience than usual
Humber Armored Car
The Humber is seeing a slight nerf to its cost and build-time to delay its arrival onto the battlefield.
Build time from 30 to 45 seconds
Manpower cost increased from 240 to 260
Air and Sea Battlegroup
Commando Support Section
Manpower cost reduced from 320 to 280
Hawker Strafing Run delay reduced from 2 to 0
Naval Blockade
Naval Blockade has been revamped to allow a player to temporarily lock enemies out of a single territory point, allowing more time to stall out a capture and bring reinforcements to intercept.
Now a targeted ability that prevents a friendly territory point from being captured for 30-seconds. 45 munitions, 120-second recharge time
British Armoured Battlegroup
Crusader AA Medium Tank
Rapid-fire ability rate of fire bonus reduced from 75% to 33%
Indian Artillery Battlegroup
War Cry
War Cry has been adjusted to be a short, but powerful combat boost that is cheap to use to better reflect its position as an early ability choice in the Battlegroup. Recharge time has been increased to make it critical for players to use this ability at the correct moment.
Munitions cost reduced from 100 to 50
Duration reduced from 30 to 15
Recharge time increased from 90 to 180 seconds
Gurkha Rifles Section
Gurkhas anti-infantry firepower is being increased to better reflect their role as a dedicated specialist unit. Because they compete with the versatile Infantry Section and the timing of friendly and hostile light vehicles, they struggle to compete with such options that would justify their cost-to-effectiveness.
Rifle accuracy increased from 0.704/0.62/0.48 to 0.81/0.713/0.552 (+15%)
Thompson damage increased from 5 to 5.25 (+5%)
Grenade Assault wind-up decreased from 1.5 to 0.5
ML 4.2 Inch Heavy Mortar Team
Manpower cost reduced from 440 to 400
Australian Defense Battlegroup
Australian Light Infantry Section
Veterancy 2 Sharpshooter no longer instantly kills infantry, instead increases the damage of the ability from 60 to 110
Hold the Line
Command Point cost increased from 2 to 4
Over Repair
Over Repair is having its set-up time increased significantly, requiring players to have more down-time before the benefits are applied.
Health bonus reduced from 120 to 100
Time to set-up increased from 5 to 20 seconds
Added a status decorator timer that counts down to completion when a unit is being Over Repaired
Canadian Shock Battlegroup
Canadian Shock Section
Canadians are having their medium and short-range damage increased. For an expensive infantry unit that lacks anti-infantry upgrades, the unit relied too much on their grenade to deal damage.
Damage increased from 12 to 14
Far aim-time and cooldown modifier increased from 1.5/1 to 2/1.5
Major adjustments have been made to core systems of the Afrikakorps to address major issues the faction has including:
Armory Upgrades provide too much accumulation of power in prolonged games
Armory having a default upgrade path for majority of strategies
Reliance on infantry being near combat vehicles to be effective
Reworked Afrikakorps Armory Upgrades
The previous Armory system allowed too much power in prolonged team games and lacked internal competition between choices. To resolve this issue, we have reworked how the Armory functions.
Now players will have exclusive choices between each tier of Armory Upgrade, requiring them to decide what aspects of their army will be improved. This allows us to keep upgrades powerful but also limits how many bonuses can be stacked and creates greater opportunity cost in both choice and resources.
General Change to Armory
Upgrades per Armory Level - (row they are in) - are now exclusive and cannot be purchased together. Leads to only 3 Armory Upgrades allowed total per match
All Armory Upgrades take 60 seconds to complete
Armory Upgrades Cost
Level 1: 125 manpower
Level 2: 125 manpower and 20 fuel
Level 3: 175 manpower and 50 fuel
Level 1 Upgrades
Panzergrenadier Bolster
Increases Panzergrenadier squad size by 1
Combat Halftracks
Armor bonus increased from 5 to 5.5. Still grants access to Mortar and 250/9 Halftracks
Advanced Repair
Repair speed bonus increased from 2.5 to 4
Level 2 Upgrades
Smoke Package
Gives +20% speed, +15% rotation rate. Allows use of smoke launcher ability. Applies to all vehicles
Emergency Repair Kits
+40 health, auto-repairs 6 health per second when out of combat and stationary. Applies to all vehicles
Veteran Squad Leaders
+25% experience rate, +10% damage reduction. Applies to all infantry
Level 3 Upgrades
Survival Package
+80 health, enables capture/decapture of territory by vehicles. Applies to all vehicles
Tungsten Rounds
+25% weapon penetration, +25% anti-vehicle damage on main guns. Applies to all vehicles
Advanced Optics
+7 vision range, +20% weapon accuracy and weapon scatter accuracy. Applies to all vehicles
Combined Arms
The Afrikakorps’ infantry was too powerful when working alongside vehicles, but were cost ineffective when operating outside Combined Arms range, forcing the faction to remain grouped up for maximum combat effectiveness.
We have reworked Combined Arms for infantry, moving their offensive bonuses directly into their base stats, allowing them to fight small skirmishes more effectively. The defensive bonuses for both variants of the ability have been removed to increase the importance of cover over having a vehicle nearby.
Combined Arms now changed to the following effects:
Infantry
+15% speed, +33% ability recharge speed
Team Weapons
+15% speed, +10% rate of fire
Afrikakorps Infantry have received offensive buffs in compensation
Panzergrenadier Squads
The Panzergrenadiers are receiving a boost to their Veterancy 3 to improve their late-game performance.
Rifle accuracy increased from 0.673/0.66/0.465 to 0.73/0.726/0.5115
Rifle near aim-time increased from 0.5 to 0.65
MG 34 accuracy increased from 0.396/0.312/0.2544 to 0.4356/0.3432/0.27984
Veterancy 3 accuracy bonus increased from 15% to 20%
Panzerpioneer Squad
Panzerpioneers are having their capture speed reduced to place more emphasis on Panzergrenadiers and the Kradschutzen to capture the map. Panzerpioneers having the increased capture speed allowed the Afrikakorps to snowball too quickly and search for engagements with the 250 before the opposition was ready.
Rifle accuracy increased from 0.75/0.688/0.625 to 0.825/0.7568/0.6785
Capture speed reduced from 1.15 to 1
Kradschutzen Motorcycle Team
We are reducing the power of Tracer Marking which allowed a supported Kradschutzen to deal incredible amounts of damage with supporting infantry in the early game.
Tracer Marking received accuracy debuff reduced from 15% to 10%
Self-repair ability immediately ends if the unit enters combat/is damaged
250 Light Carrier
Adjustments to the 250 have been made to make it easier to push back in the early-gameand more vulnerable to flank attacks, in exchange for a cheaper cost. Its veterancy healing ability has also been made less efficient and moved in-line with other healing abilities as it could allow the Afrikakorps to maintain the pressure with full health infantry squads with minimal downtime.
Manpower cost reduced from 250 to 230
Frontal armor reduced from 6.5 to 6
Rear armor reduced from 3 to 2
Onboard Medics ability no longer heals units during combat
Panzerjager Squad
The camouflage of the Panzerjager is being delayed, allowing opposing light vehicles to have more freedom in choosing their engagements, without always having to worry about hidden anti-tank units. In return, the Tear Gas Round duration has increased, giving the player more time to punish units that have been hit.
Camouflage now requires Veterancy 1
Anti-tank Tear Gas Round Veterancy requirement removed
Tear Gas aim-time reduced from 1 to 0.5 seconds
Tear Gas debuff duration increased from 3 to 5 seconds
Tear Gas recharge time increased from 30 to 45 when outside of Combined Arms
Assault Grenadier Squad
Assault Grenadiers could be oppressive in the early game with their Assault Disembark ability, allowing them to defeat multiple squads and give the faction strong momentum. However, the unit scaled poorly and took a long time to gain Veterancy for a dedicated close-quarters-combat unit.
In addition to the Combined Arms change, Assault Disembark is being locked behind Veterancy, but the unit will now scale faster and deal significantly more damage once it has reached Veterancy 3.
Submachinegun accuracy increased from 0.513/0.37/0.23 to 0.5643/0.407/0.253
Thompson accuracy increased from 0.6/0.3135/0.171 to 0.66/0.34485/0.1881
StG 44 accuracy increased from 0.65/0.45/0.35 to 0.715/0.495/0.385
Veterancy requirements reduced from 900/2700/5400 to 800/2400/4800
Veterancy 3 ability recharge bonus replaced with +25% damage
Veterancy 3 accuracy bonus reduced from 30% to 15%
Assault Disembark now requires Veterancy 1
Assault Disembark always triggers when disembarking from vehicles, regardless of state
Panzer III Medium Tank
With Armory upgrades becoming exclusive choices, the Panzer III is receiving a small health increase to give it increased staying power as players may not opt-in for any health upgrades. This also reduces the unit’s reliance on Armory upgrades to be effective.
Health increased from 600 to 640
Armored Support
Flammpanzer III Medium Tank
Fuel cost increased from 55 to 65
Italian Combined Arms
Bersagileri Squad
This change reduces some of the impact of the call-in changes for subsequent squads as the Bersagileri, while effective at gaining map control and swarming the enemy before they have enough units to respond, have weak combat stats for their cost.
Call-in ability recharge time reduced from 75 to 60
Italian Infantry
New Battlegroup Layout

Sound the Alarm
Rate of fire bonuses reduced from 50% to 25%; affects overall attack speed now
Now affects allies in the territory zone, not just the owning player’s units
L6/40 Light Tank
The following change reduces the impact an early L6 has where it can run down and destroy early game infantry squads while the Afrikakorps player did not need to invest into tech for such a powerful anti-infantry unit.
Is now a single vehicle call-in
Costs changed from 425 Manpower and 75 Fuel (for 2 vehicles) to 220 Manpower and 40 Fuel (for one vehicle)
Flamethrower upgrade now requires Fire Support Elements or Mechanized Kompanie
Panzerjaeger Kommand
Defensive Positions
With the change to Combined Arms, Defensive Positions has been adjusted to allow the Afrikakorps to play a heavier infantry composition that can quickly move around their territory without the support of vehicles.
Changed to allow infantry squads and team weapons in friendly territory to gain the Combined Arms bonus without requiring a vehicle nearby
Early Warning
The change to recharge time allows a Panzerjager player to establish more zones that they have vision over.
Recharge time reduced from 120 to 60 seconds
Butterfly Bomb Drop
To reduce the frustration players have with this ability which could be dropped on retreat paths, Butterfly Bombs will now require vision like traditional off-map abilities. In return, we are reducing its cost to make it affordable to set up conventional minefields.
Can no longer be dropped in the Fog of War
Munition cost reduced from 120 to 100
Crew Shock Tactics
Duration decreased from 25 to 20 seconds
Anti-Tank Overwatch
Delay before a new target can be acquired increased from 0.4 to 0.9,
Reduces the ability’s rate of fire from 14 rounds per 30 seconds to 10 rounds per 30 seconds
Fixed missing or incorrect audio cues for abilities and missions
Reduced the chance that audio warnings (for units taking losses or being attacked) would be reduced in volume if they did not occur on screen
Fixed missing Height Advantage warnings
Fixed warnings for Heavy Tanks introduced in Fire and Steel. Some were not being called out as Heavy Tanks when attacking the player
Change to global SFX for rally point drop via the minimap / off camera
Fixed continuous tank sound bugs in Rescue Private Norton mission
Improved artillery and mortar sound variations
Improved Mortar/75mm sounds - M8 Scott, HalfTrack Stummel, and Stug G and D Assault Gun.
New weapon firing effect for the M1918 Browning Automatic Rifle
New cannon sound effects based on weapon class for certain units:
Low Variant would be the low velocity version, a slower projectile. – M4A1 Sherman, Chaffee, Semovente
Medium Variant is a high velocity 75, an armor piercing projectile – Panzer IV, M4A1 Sherman 76mm, Pak 40 ATG, Sherman Easy 8
High Variant is the most powerful of the three adding some propelling elements to simulate a faster/heavier projectile – Hellcat, Marders, Panther
Fixed missing destruction effects on certain props
Corrected animations for emplacements and infantry transitions
Adjusted VFX for artillery abilities and flare visibility
Fixed water VFX for the Pershing tank
Fixed production building orientation and scale
Improved hotkey allocation for Battlegroup abilities
Fixed tooltip inconsistencies across multiple factions
Added numerical values for Campaign Company stats
Improved the unlock display number values for Abilities when in-mission in the Campaign
Updated sorting rules for cosmetics and loadouts
Fixed cooldown warnings when quitting 1v1 quickmatch
Improved decorator clarity for garrisoned units
Fixed passive abilities taking hotkey slots
Fixed Buttoned debuff decorator duplication
Updated translations for cosmetics in several languages
Fixed a crash when loading save games with certain cosmetics equipped
Fixed a crash when closing the game during match loading
Fixed invincibility bug when vehicle upgrades completed during death critical
Fixed reinforcement times and costs for certain team weapons
Reinforcement penalty now applies only outside HQ sector
Pyrotechnics effect no longer stacks
Fixed Hulldown vehicles rotating incorrectly
Fixed multiple conversion upgrade issues on M3 Halftrack variants
Fixed Goliath detection range and flare cover bug
Fixed Stuka Dive Bomb to guarantee penetration against vehicles
Fixed grenade abilities not applying friendly fire
Fixed Whizbang rockets overshooting on long-range barrage
Fixed Crusader Heroic Charge recharge logic
Fixed multiple towing failure cases for Anti-Tank guns
Fixed an issue that would cause Terror Battlegroup's "Interrogate" ability to fail to complete.
Fixed some misaligned FX with coax guns
Battlefield Espionage's Plunder ability now grants a weapon from Churchill Crocodile wrecks
Fixed an issue where the Afrikakorps’ production buildings took additional damage if projectiles/explosions hit the truck portion of the building
M3 75mm AT Halftrack no longer continues its barrage ability if it gets interrupted by a conversion to a different halftrack type like the M16 Motor Carriage
Fixed an issue where certain units had higher than normal reinforcement times
Salvaging a wrecked vehicle now visually pops up the manpower & fuel resources gained
Added generic casualty icon for abilities like Interrogate and No Man Left Behind
Fixed toggle abilities getting stuck in an active state when spammed
Offensive Resupply now only affects grenade and breach abilities
Attacking Spirit and Offensive Resupply fixed to require a Canadian Battlegroup player with the respective tech unlock to be near or performing the decapture, so allies can't trigger it on their own. All allied members nearby the triggered effect will still receive the buffs
Converting an M3 Armored Personal Carrier to a 75mm anti-tank will no longer retain its 'Fortify Position' cooldown onto Barrage if the cooldown was active when converted
Fixed the tool-tip of the 8rad Commander Mode status decorator to be correct and in-line with the ability description
Fixed an issue with the Point Assault tool-tip when hovering over the status decorator displayed on the territory point
251 conversion should now preserve the Permanent Hulldown upgrade state and remain immobilized
251 Medical's Handbrake is now disabled and hidden when it's affected by Permanent Hulldown (either while it's in progress being applied or after application is succeeded)
Updated an Afrikakorps Accolade Challenge to reflect the changes to the Armory
Goliaths can now be spotted by detector units
Fixed L6/40 Spotting Scope upgrade not being applied when unit is moving
Fixed an issue where US Paratrooper Grenades were not included in infantry ability-related challenges
Fixed some abilities such as the Chaffee's smoke shell sometimes not being cancellable
Fixed an issue where Ambush Camouflage would appear in singleplayer campaign for machine guns
Fixed an issue where infantry at squad sizes above 6 could not Tank Ride
Fixed an issue where certain indirect-fire teams had the incorrect reinforce cost
Fixed a case where territory capturing was able to progress while constructing
Fixed an issue where the Kettenkrad gained much further detection range than intended at Veterancy 2
Fixed an issue where No Quarter did not show the correct icon on the unit command card
Fixed an issue where the Crusader Heroic Charge could recharge in-combat when the unit was not being attacked by the enemy
Fixed a case where Leaflet Drop did not properly force moving enemies to retreat
Fixed an issue with the Scout Squad's Smoke Drop falling through terrain
Fixed an issue where some targeted vehicle abilities would remain active after the target had moved into the fog of war
Fixed an issue that prevented Artillery Officers from targeting buildings with Artillery Overwatch
Fixed an issue where certain team weapons would have a crew member in front of the weapon team
Snare/Crew shock on an M3 right before it upgrades or converts to a different type no longer causes the snare/crew shock to become instantly removed
Neutral buildings that have garrisons disabled are no longer selectable and do not show icons for garrisonable structures
Fixed scatter penalty while moving not being applied to some weapons such as US Ranger bazookas
Prepared Positions in the Afrikakorps Italian Infantry Battlegroup now shows as a passive on team weapons and the Italian Infantry Heavy Machinegun emplacement
Removed the Crew Shock kicker from blind effects
Buttoned debuff now only visually shows one of the deflected or penetrated versions at a time and fixed a case where the wrong version was actually being applied
Added exact numbers to Campaign Company health, veterancy, and movement point tooltips
Demolition Charges on Royal Engineer Squads in multiplayer now only appear on the build menu when Demolition Engineering is unlocked
Posted by Greta_RE on 26/Nov/2025

The Scarlet Bison (2.2.0) update for Company of Heroes 3 arrives on Thursday, November 27th, 2025. This update includes the Endure & Defy Battlegroup DLC, introducing four new Battlegroups – one for each faction – along with four new maps and additional gameplay improvements. Full details will be available tomorrow morning in the patch notes – stay tuned!
Reinforcements are ready to deploy, Commander! The Endure & Defy Battlegroup DLC introduces four new battlegroups to Company of Heroes 3, adding new units, abilities, and strategic options for every faction. Endure & Defy will be available for purchase tomorrow, November 27th, 2025 – wishlist on Steam so you don’t miss it!
[dynamiclink href="https://store.steampowered.com/app/4095900/Company_of_Heroes_3_Endure__Defy/"]

Deploy daring resistance fighters to disrupt enemy lines through sabotage, deception, and underground infiltration. The Italian Partisan Battlegroup uses tunnel networks and resource-draining abilities to weaken the enemy footholds from within, while mobile Partisan squads strike where they’re least expected.

When the front threatens to crumble, the Last Stand Battlegroup gives the Wehrmacht the tools to drag the enemy into a brutal war of attrition. Immobilized armor and Pantherturm turrets lock down critical lanes, while propaganda towers sap enemy morale. From improvised barrages to sudden infantry armaments, this Battlegroup excels when every inch of ground must be held.

The Polish Cavalry Battlegroup brings veteran Lancers and hardened crews to the front, delivering overwhelming firepower against entrenched or experienced enemies. With powerful vehicle upgrades and relentless fire support, this Battlegroup rewards decisive strikes and coordinated pressure.

Forged from the Kriegsmarine’s coastal operations, this Battlegroup turns inland fronts into battlegrounds dominated by fire support and fortified positions. Engineering prowess, aerial precision strikes, and devastating naval salvos combine to grind down enemy positions and secure a steady, unrelenting advance.
Bologna is a pre-destroyed urban battlefield defined by open plazas, broken streets, and minimal garrisonable cover. Designed by Brian, this map challenges players to make the most of limited protection, leaning on smart heavy machinegun placement and anti-tank coverage to hold vital ground. Flamethrowers, mines, and ambush units excel here, taking advantage of heavy cover and cratered terrain.

Designed by TheSphinx, Wadi Darnah is a three-lane desert map featuring sand-baked central ruins, a shattered village to the southeast, and a lush river pocket to the northwest. Permanent cover and ruin walls create unique engagements, with each lane favoring different tactics. Early light vehicles are especially effective along the river’s edge, where crushable terrain creates openings for deep flanks and cutoffs.

Oliveto Citra is a sprawling 4vs4 map by DutchToast featuring long hedgerows, autumnal terrain, and multiple distinct combat areas. Early fights are tight and contested, but heavy tanks can later break new paths through crushable terrain to shift the flow of battle dramatically. With wide avenues for flanking and room for deep cutoffs, coordinated rotations are essential to maintaining control.

Surrounded by groves, vineyards, and long outer approaches ideal for wide rotations, Powderkeg combines a compact urban center with expansive outer farmland. Urban lanes favor garrison play and close quarters fighting, while the surrounding fields allow vehicles and flanking squads to move freely. With multiple approaches into and around the center, teams have plenty of room to dictate where the fight happens.

Some of the maps in Company of Heroes 3 never quite felt right in their respective size categories. Though on paper, some maps may seem like the perfect size for a 1vs1 or 2vs2, only once they’re released can we see they might be too large, or too small. In Scarlet Bison, we will be adding 3 existing maps into new size categories. They will feature expanded HQ areas and slightly adjusted territory layouts, but will otherwise function in the exact same way. The original maps will remain in their categories, with the addition of these new variants:
Semois - conversion to 2vs2
Djebel Pass - conversion to 2vs2
Road to Primosole - conversion to 3vs3
The Scarlet Bison update includes several quality-of-life upgrades, system refinements, and map fixes aimed at making moment-to-moment gameplay smoother, more responsive, and more tactically rewarding. Here’s a look at some of the notable changes:
Tank Riding & Vehicle Overhaul
Vehicles now keep moving while loading infantry for smoother pushes
Disembarking squads follow attack-move orders automatically
Reinforcement & Garrison Improvement
Units inside buildings, halftracks, and other holds can now reinforce if a source is nearby
Losing constructed garrisons no longer kills their occupants
Engineers automatically ungarrison to repair when ordered
Vehicle Pathfinding & Collision
Opposing vehicles no longer phase through each other
Allied vehicles can still soft-pass to prevent traffic jams
Multiple mission-specific bugs have been addressed, including softlocks, incorrect icons, misplaced abilities, and loyalty system inconsistencies
Company command card issues, artillery hotkey placements, and reinforcement problems were fixed to improve campaign flow
Widespread cleanup to cover, blockers, vineyards, pathing, and cliff interactions across multiple multiplayer maps
Road to Primosole received major territory layout improvements to center resource control
New loading screens now highlight this update's new units and maps
For a closer look at everything coming in the 2.2.0 update, including the new Battlegroups, maps, gameplay improvements, and developer insights, watch our full Scarlet Bison Deep Dive below:
The Scarlet Bison update brings faction-wide tuning, tech tree adjustments, and systemic refinements aimed at improving competitive play and long-term strategic variety. Here are a few of the key highlights:
Early Battlegroup call-ins have been rebalanced with new cooldown and timing adjustments to reduce early snowball potential
Heavy tank tech has been reworked - proper teching will now speed up access and reduce costs, while unteched call-in heavy tanks arrive later at a steeper price
Medium tanks receive a full Veterancy pass, giving them more impactful anti-vehicle bonuses as they level up
Anti-tank gun crews are now larger but more vulnerable to small-arms fire, while team weapons no longer benefit from unintended free light cover
Casualty timers, garrison durability, and light artillery ranges have been improved for better mid-to-late game flow
The US Forces received major Barracks and Motor Pool improvements, Riflemen mid and long-range performance upgrades, BAR buffs, and vehicle tuning across the Greyhound, Chaffee, and 4x4
The British Forces see Infantry Section improvements, Stuart tuning, Churchill/Matilda XP adjustments, Humber changes, and multiple Battlegroup updates
The Wehrmacht sees improved Grenadiers, MG42 tuning, Transfer Orders adjustments, and several Battlegroup ability refinements
The Deutsches Akrikakorps undergoes a large rework with a full overhaul of the Armory system, Combined Arms changes, infantry tuning, vehicle adjustments, and rebalanced abilities across multiple Battlegroups
A full breakdown of these balance changes will be included in tomorrow’s patch notes; For now, learn more in our Balance Fireside chat below:
You can also watch all three of our new Battlegroup Showdowns, showcasing each of the four Battlegroups: a 1vs1 matchup between the Italian Partisan and Last Stand Battlegroups, a second 1vs1 featuring the Polish Cavalry vs Kriegsmarine, and a 2vs2 matchup where the Allied Battlegroups team up against their Axis rivals.
Check them out below!
The Scarlet Bison (2.2.0) update drops Thursday, November 27th, 2025. Jump into our official Discord to break down the new Battlegroups, compare strategies, and connect with other players!
Posted by brit.mounce on 24/Nov/2025

It’s been two and a half years since Company of Heroes 3 launched, and throughout that time our commitment to expanding and refining the game has only grown stronger. Since launch, we’ve delivered 12 major updates and several minor updates and hot fixes, each one bringing meaningful improvements across gameplay, balance, performance, and quality-of-life, all shaped by your feedback and support.
Reminder! Our 2.2.0 Scarlett Bison update arrives next week, and coming out alongside it is our brand-new DLC, Endure & Defy. This expansion introduces four new Battlegroups, each Battlegroup introduces a new playstyle for its faction, delivering powerful new units, iconic franchise favorites, and innovative abilities that bring all new gameplay mechanics to the battlefield. Together, these releases continue the long line of meaningful improvements that have shaped COH3 far beyond launch.

Thank you for being part of this with us. Here’s to everything we’ve built together, and everything still ahead. If you're a fan of CoH3 and the journey we've been on, we'd love it if you would nominate us for the Labor of Love Award.
— The Company of Heroes 3 Team
Posted by Hannah_RE on 13/Nov/2025

Yesterday’s hot fix introduced server connection issues for some players, which this hot fix aims to resolve. If you continue to experience connection issues, please submit a ticket to help.relic.com including your Steam ID, any error codes, and warning logs.
Posted by Hannah_RE on 12/Nov/2025


💥Fritz X Guided Bomb or 🏃♂️Strategic Mobility? Start planning your decisions by taking a look at the full selection coming in the Afrikakorps Kriegsmarine Battlegroup Tech Tree with the Endure & Defy DLC when it releases November 27.

⛑️No Man Left Behind OR 💥Decapitation Strike? Survey the choices on the British Forces Polish Cavalry Battlegroup Tech Tree, arriving with the Endure & Defy DLC this Thursday Nov 27.

Will you be choosing 💥Underground Detonation or 🤫Spy Network?
Be sure to scope out all options available to you on the US Forces Italian Partisan Battlegroup Tech Tree, coming in the Endure & Defy DLC Nov 27.

💥Nebelwerfer Overwatch OR 🛡️Immobilize & Fortify?
Take a look at the choices coming on the Wehrmacht Last Stand Battlegroup Tech Tree when the Endure & Defy DLC lands Nov 27.
Posted by Hannah_RE on 12/Nov/2025

Today's hot fix for Company of Heroes 3 reinforces a change we made earlier this year to the servers, which alleviated connection issues in certain regions.
Posted by John_RE on 06/Nov/2025
Deploy daring Partisans to wreak havoc behind the lines. Cunning, deception, and sabotage are how your forces will prevail.
Brave Resistance Fighters and Saboteurs will enhance your ground forces, while tunnel networks, resource siphoning, and underground detonations will cause the enemy to collapse from within.
Victory requires sacrifice. Bolster your line with powerful improvised defenses and embolden your ground forces with a number of extraordinary measures.
Repel the Allied advance with the imposing Pantherturm and immobilized vehicles, then demoralize their troops with the Propaganda Tower. Panzerfaust rollouts, improvised barrages, and final battle directives enable victory at any cost.
Seek revenge with grizzled Polish troops who long for battle, and smash the enemy with devastating heavy weaponry.
Elite Polish Lancer Sections lead the line, while Polish-crewed Sherman Fireflies and Land Mattresses demolish enemy positions and armor with frightening efficiency. All Polish units thrive against veteran enemies.
Bring the might of the German Navy to bear. Fortify your positions, establish vital supply chains, and then annihilate all in your path with catastrophic fire support.
Kriegsmarine infantry provide combat flexibility and engineering prowess. Establish Hardpoints to secure territory and enable supply drops. Stuka Bombers, Fritz Glide-bombs, and Naval salvos will break the enemy upon your shores.
Stay tuned for new videos highlighting each Battlegroup, along with tech trees showing off their new abilities and units. Plus, in-depth shoutcasts featuring gameplay from high-level players and commentary from the Game Design team. There's much more coming in the days leading up to the DLC release on November 27th, so don't miss anything by following us on your social channels of choice.
Posted by Greta_RE on 11/Sep/2025

This update focuses on adjustments to the multiplayer metagame following up on the release of Opal Scorpion (2.1.0) in June. It targets dominant builds for all factions to make room for more variety in play. All factions are receiving reductions in power to their most powerful and dominant units to promote alternative build orders.
This update also includes several gameplay bug fixes and map improvements for Langres, Angoville, and Gabès Gap.
Please be sure to continue reporting any bugs or gameplay issues via help.relic.com so that we can prioritize fixes and changes for update 2.2.0 coming later this year.
Automatch cooldown has been removed from the 1v1 game mode. Quitting the match without using Vote-to-Surrender will no longer incur a cooldown penalty. You are free to quit a 1v1 match at any point.
Constructable Defenses
Some buildable objects are having their construction time increased to slow down how quickly areas could be locked down or fortified. This makes builder units easier to catch out of position when establishing defenses in frontline sectors.
Tank Traps
Build time increased from 7 to 9 seconds
Sandbags
Build time increased from 4 to 5 seconds
Barbed Wire
Build time increased from 2 to 3 seconds
Reinforced Barbed Wire
Build time increased from 3 to 4 seconds
Signal Detection
The general detection range is being reduced, forcing players to move these units closer to the front.
Detection range reduced from 125 to 100
The US Forces Weapons Support Center has been the go-to tech choice and has been dominant in high level 1v1s. We have reduced the power on some key enablers such as the Bazooka Team, Scouts and the M3 Halftracks.
We are acutely aware that the Barracks tech choice has been languishing despite the changes given to BARs from update 2.1.0. We have attacked this problem by going after some of the Axis counters, but we intend to make deeper changes in the future in update 2.2.0
Scout Squad
Scouts were too efficient in combat due to their veterancy which allowed them to reach Veterancy rank 1 in the early game before the first encounter. We are increasing the time it takes for them to gain veterancy by one additional capture and reducing their first combat bonus.
Veterancy requirements increased from 500/1500/3000 to 600/1800/3600
Veterancy 1 received accuracy bonus reduced from 15% to 10%
Cost increased from 150 to 160
Artillery Observer Squad
Artillery Observers are too efficient, similar to pre-nerf Pathfinders. We are standardizing their cost to match the price increases Pathfinders have received.
Furthermore, we are reducing the veterancy bonuses of both Pathfinders and Artillery Observers to make them less effective in overall combat against other infantry as they are still primarily combat support units, not standard infantry or advanced infantry replacements.
Manpower upkeep increased from 1 to 1.5 per population
Population cost increased from 5 to 6
Reinforce cost increased to match Pathfinders at 32
Pathfinder and Artillery Observer Veterancy
Veterancy 1 received accuracy bonus reduced from 15% to 10%
Veterancy 2 accuracy bonus reduced from 30% to 25%
Riflemen Squad
Riflemen currently suffer from facing a wide array of cost-efficient counters which overshadows their general efficiency in combat. Some of these are receiving changes to indirectly boost the viability of Riflemen. We are also reducing their veterancy requirements to improve their Veterancy 2 timing and their scaling.
Veterancy requirements reduced from 950/2850/5700 to 900/2700/5400
¼ ton 4x4 Truck
Veterancy requirements for this unit have been fixed. Previously they were much higher than intended and did not follow the formula of x2/x3 for levels 2 and 3.
Veterancy requirements corrected from 600/2400/4800 to 600/1800/3600
Bazooka Team
Bazooka teams have been overperforming, being both highly effective against light vehicles early game and having strong scaling with powerful veterancy bonuses. This allowed the US Forces to reliably sit on basic tech and still effectively counter higher tier units.
We are increasing their veterancy requirements, slowing down their scaling, and significantly increasing Steady Fire’s delay before it activates. Bazooka Teams will now need to position themselves more carefully to get the same effective power as before.
Veterancy requirements increased from 800/2400/4800 to 1000/3000/6000
Steady-fire set-up time increased from 3.5 to 7 seconds
M3 Armored Personnel Carrier and Medical Variant
The stock M3 could be difficult to contend with in the early game thanks to its fast timing and durability against early game infantry small arms, allowing players to move it point-blank into standard infantry squads.
To make the stock M3 less effective in the shock role, we are reducing its health and armor.
Health reduced from 320 to 300
Frontal armor reduced from 10 to 7.5
M3 Assault Carrier
Frontal armor reduced from 10 to 7.5
M3 75mm Gun Motor Carriage
The 75mm is receiving adjustments to make the unit less effective against heavier vehicles at long-range. Currently the unit allows a player – when combined with Bazooka Teams - to remain on Weapons Support Center for most of their anti-tank options thanks to the unit’s price and lack of additional tech requirements. We have also increased the upgrade cost to make it less efficient to convert multiple halftracks.
Penetration reduced from 200/160/140 to 200/150/120
75mm Anti-tank Conversion upgrade time increased from 30 to 40 seconds
75mm Anti-tank Conversion upgrade cost increased from 60 to 75 munitions
Mortar Pit
Armor reduced from 5 to 3
Paratrooper Squad
We want to improve the Paratrooper unit’s performance as it scales throughout the game. To do this, the experience requirements are lowered and we are improving their bonus veterancy, to increase their offensive potential.
Veterancy requirements reduced from 1200/3600/7200 to 1000/3000/6000
Veterancy 2 rate of fire bonus increased from 15% to 20%
Veterancy 2 rate of fire bonus now properly affects all attack speed stats
Supply Drop
The supply paradrops for US Forces are having their scatter increased to reduce how often crates stack on each other.
Increased scatter from 0 to 8 meters
War Machine
Command Point cost increased from 3 to 4
Resupply Operation
Cost reduced from 180 to 150 munitions
Increased scatter from 0 to 8 meters
M4A1 Sherman Whizbang
We are adjusting the projectile arc of the Whizbang to be lower, allowing it to get its rockets onto target faster.
Now always fires in a low arc
Rocket speed set to 60
The Wehrmacht is having some key dominant units and abilities reduced in power, while seeing underperforming units gain some improvements.
Headquarters
The low cost of Medical Stations made the mid-game transition for Wehrmacht far too sharp. This along with other changes intends to give Allies more breathing room.
Medical Stations upgrade cost increased from 150 to 200 manpower
Kettenkrad Reconnaissance Vehicle
The Kettenkrad is having its build time sped up, allowing players to gain more map control faster. This should create a more dynamic early game where the Kettenkrad is chosen to quickly capture the map over multiple Pioneers.
Build time reduced from 30 to 20
Grenadier Squad
Grenadiers continue to struggle to earn their veterancy due to their low lethality. Their veterancy requirements are being slightly reduced to make their scaling easier.
Experience requirements reduced from 800/2400/4800 to 750/2250/4500
221 Armored Car
The recent changes to the Panzerbuchse for the 221 made it too effective against units like the Humber, destroying it in 2 shots with high accuracy. The change increases the number of shots to kill certain vehicles by 1 while still retaining the unit’s high accuracy and mobility. The Radio Antenna is also having its cost increased to better reflect its increased accessibility.
Radio Antenna cost increased from 35 to 50 munitions
Panzerbuchse damage decreased from 120 to 110
Blinding Shot damage reduced from 120 to 80 damage
Marder III M Tank Destroyer
Experience requirements reduced from 1500/4500/9000 to 1300/3900/7800
Flakpanzer IV Wirbelwind
The following change is to make the Wirbelwind more vulnerable to light cannon fire from Allied Light Vehicles.
Frontal armor decreased from 100 to 90
Stosstruppen Squad
Stosstruppen were too durable when under the effects of Shock Assault, an ability that already denies suppression and increases offensive potential.
Shock Assault received accuracy bonus reduced from 20% to 5%
Panzer IV Medium Tank
The Panzer IV has difficulties dealing with armored targets, despite being the only anti-armor option in the Panzer Kompanie and when combined with other factors such as its average speed, mobility, and accuracy, it could be unreliable at engaging medium armored vehicles, particularly at distance.
To increase reliability against enemy vehicles, the unit’s medium-to-long range penetration is being increased.
Penetration increased from 220/140/125 to 220/170/140
Fallschirmpioneer
Veterancy 2 rate of fire bonus now properly affects all attack speed stats
Fallschirmjager
Fallschirmjager were too costly for their performance. While they could be potent when attacking from ambush, their high costs made it difficult to justify the expense for a small squad. To address this issue, we are slightly adjusting their deployment and reinforcement cost, and we will now allow this unit to scale faster through veterancy.
Manpower cost reduced from 380 to 360
Reinforce cost reduced from 44 to 40
Veterancy requirements reduced from 1200/3600/7200 to 1000/3000/6000
StuG Assault Group
Manpower cost increased from 650 to 660
StuG III D – affects the Afrikakorps variant as well
The StuG D is too effective due to how quickly it could fire and its veterancy bonus reduced the impact of flanks. We are slowing down its rate of fire and making its veterancy bonus only affect its frontal armor.
Veterancy 2 armor bonus now only affects frontal armor
Reload speed reduced from 3.5/4 to 4.5/5
Breakthrough
The following change is meant to reduce the impact of Breakthrough which allows players to quickly take/retake large amounts territory at low cost.
Duration decreased from 60 to 45 seconds
Munition cost increased from 40 to 60 seconds
Mechanized Assault Group
This change makes the Mechanized Assault Group less efficient as the player must pay the full resources for both units. The cost reduction is not needed as players could already bypass tech requirements with this ability
Cost increased from 520 manpower and 20 fuel to 600 manpower and 30 fuel
We are addressing the wide disparity in effectiveness between 1v1s and team games for Canadian Shock Battlegroup. Some additional changes are made to smooth out the early game.
Dingo Scout Car
The Dingo is having its early game vision reduced to make aggressive action riskier, preventing it from easily seeing enemy positions before it engages. It will regain the vision bonuses as it reaches veterancy.
Vision reduced from 50 to 40
Veterancy 2 now also grants + 5 vision in addition to existing bonuses
Veterancy 3 vision and detection bonus increased from 5 to 10
Vickers Machine Gun Team
Build time reduced from 30 to 25 seconds
Bishop Self-propelled Artillery
We are giving back some of the Bishop’s firepower that it lost from the previous patch as the health change has made this unit considerably more vulnerable to counter-battery fire and direct assaults. Combined with its slower rate of fire, it made the unit ineffective in its role as artillery.
Weapon reload sped up from 3.75/4.25 to 3.75
Barrage recharge sped up from 50 to 45 seconds
We are making changes to how the pulse effects from the Canadian Shock Battlegroup work. While potent in 1 versus 1, the Battlegroup is weak in team games, unable to provide any benefits to allies, lacks the direct firepower and powerful off-maps of other Battlegroups, and point captures are more difficult to achieve.
The following abilities now also apply to teammates:
Attacking Spirit
Offensive Resupply
Churchill Crocodile Tip of the Spear
Point Assault
Attacking Spirit
We are reducing how effective the healing is from Attacking Spirit. In smaller game modes, the ability to skip the Field Infirmary and continuing to apply pressure to the enemy could be overwhelming when combined with the effectiveness of the British infantry.
Total healing reduced from 70 to 55
Canadian Shock Section
We are lowering the ready-aim time of PIATs as they took too long to acquire targets. While these weapons will not immediately fire at targets that have entered threat range, it will make it harder to back away from a PIAT squad without taking some damage if the enemy overextends.
The range of the mortar is also being increased to allow this upgrade to help it compete against the PIAT upgrade. The scatter is still high enough to ensure that some mortar bombs will miss and does not guarantee a wipe on a team weapon squad at longer ranges.
Mortar barrage range increased from 45 to 52.5
PIAT ready aim time reduced from 1.75/2 to 1.5/1.75
Incendiary Munitions
We are increasing the opportunity cost of Incendiary Munitions due to its high power.
Command Point cost increased from 1 to 2
Pyrotechnics
Pyrotechnics was massively overperforming due to a bug that allowed multiple stacks of the debuff to apply to the same unit for a brief period. We’re also fixing a tooltip error that oversold the intended effect. Overall, players should expect a much lower effect on enemy units when using Pyrotechnics.
Fixed the accuracy tool-tip to properly state that it reduces accuracy by 20%
Speed debuff reduced from 25% to 20%
Mechanized Kompanie
The Mechanized Kompanie is having its fuel cost reduced to be a more attractive option against Support Elements and allows units like the 8 Rad to hit the field sooner.
Fuel cost reduced from 55 to 50
Veteran Squad Leaders
When combined with the cost of Panzergrenadier reinforcements, Veteran Squad Leaders was too expensive. We are reducing the cost of this upgrade to better reflect its value for a faction that relies more on vehicles.
Cost reduced from 250 to 200 manpower
Assault Grenadier Squad
Assault Grenadiers were far too oppressive in the early game, having both the duration to make a full charge but also retaining the bonus long enough to consistently win over superior numbers.
Assault Disembark duration reduced from 15 to 10
250 Mortar Halftrack
The mortar halftrack was too durable to enemy fire when caught out of position. We are significantly reducing its base health to make the unit vulnerable to enemy fire even with upgrades.
Health reduced from 280 to 120
Marder III Tank Destroyer
The Marder is having its fuel cost increased due to the cost reduction of the Mechanized Kompanie and its anti-tank efficiency when upgraded.
Fuel cost increased from 35 to 40
Experience requirements reduced from 1500/4500/9000 to 1300/3900/7800
StuG III D – affects the Wehrmacht variant as well
The StuG D is too effective due to how quickly it could fire and its veterancy bonus reduced how impactful being flanked was for a unit that wants to keep its strong frontal armor facing the enemy. To reduce some of the unit’s power, we are slowing down its rate of fire and making its veterancy bonus only affect its frontal armor.
Veterancy 2 armor bonus now only affects frontal armor
Reload speed reduced from 3.5/4 to 4.5/5
Tiger Heavy Tank
The Afrikakorps Tiger is too efficient and is seeing widespread play at all levels and modes.
To address this, we are increasing the fuel cost of the Tiger to give the opponent more time to prepare and exploit the lack of opposing armor.
Fuel cost increased from 220 to 245
Goliath Demolition Vehicle
Now remains hidden for 4 seconds when leaving cover; matches other camouflage units
Transfer Depot
Manpower cost reduced from 200 to 150
Bersaglieri
The Bersaglieri’s speed allows the Afrikakorps to gain rapid map control and set the early pace of the game, allowing Bersaglieri to double up against a single squad before the opponent’s second non-HQ unit can reinforce. To give the opponent more time to prepare, we are targeting the unit’s initial speed, giving the opponent more time to bring up reinforcements and slow down how quickly the Afrikakorps can seize the map.
Passive sprint speed bonus reduced from 40% to 30%; veterancy 3 total speed unchanged
As previously noted, Canadian Shock Pyrotechnics no longer stacks its debuff numerous times on flamethrower application
Changed behavior of Artillery Radio Beacon to retain cooldown progress when monitored and not monitored by Artillery Observer Squad. Cooldown time remaining will now be based on percentage of cooldown which has progressed and whether the beacon is monitored (maximum 15 seconds) or unmonitored (maximum 45 seconds)
Fixed engineer units having extra 15 weapon range when minesweeper is active
Fixed Battlegroup paradrop ability audio playing at the start of map even if abilities aren't unlocked
Fixed issue where players were unable to join or start a custom match with the "Lorraine" map when the game was launched in Russian
Fixed a number of blank strings for Ukrainian and Russian
Langres/Angoville
Updated oak hedges to ensure units pressed close against them cannot be seen through them. This was occurring on Langres and Angoville
Removed line of sight from two additional capture points (the small strategic point featured in Angoville/Langres, and the Territory Victory Point on Langres). These two types were not included in 2.1's pass to remove all sight from capture points in Multiplayer
Updated small Strategic Points and Victory Points to no longer provide sight, aligning them with other capture points
Two Northern buildings have been adjusted/replaced to better rebalance the number of windows. Territory connecting the West Fuel to the Northern HQ has also been adjusted so that only a single strategic point is required, identically to the South layout.
Gabès Gap
Removed specific walkable rocks from impassible rock formations on Gabès Gap, preventing paradrops from landing within them
Improved the walkable rock formations on Gabès Gap, reducing the risk of vehicles being left floating or teetering when they park on them
Posted by Hannah_RE on 31/Jul/2025

Today’s Hot Fix fixes several issues related to Localization, Cosmetics, Gameplay, and more.
These changes will likely invalidate any saved Replay files made after the launch of the 2.1.3 update. Thank you to everyone who has submitted feedback; you can continue reporting any additional bugs by visiting the Relic Help Portal and submitting a new request.
Fixed an issue where Medics for the US Forces medical tents station and the Wehrmacht medical bunkers were not collecting casualties
Fixed an issue where the "Brewed Up" US Accolade challenge would not trigger correctly
Addressed several bugs and issues with Towing
Fixed a soft lock on the campaign map related to the Aircraft Carrier not moving, and preventing any further actions
Fixed issues where credits were appearing in languages other than English
Improved contextual/missing translations for the Ukrainian and Russian languages after internal and community feedback
Added Fallen Leaf Infantry and Team Weapon Bundle, Vehicle and Tank Bundle, and Ultimate Bundle to the store
Added the Blocking Force Infantry Bundle and the Ultimate Bundle to the store
Updated sorting order for several cosmetics and profile badges in the store and inventory
Posted by Hannah_RE on 21/Jul/2025

Hot Fix 2.1.3 is out now and addresses an issue where engineers interacting with team weapons could cause points to be uncapturable or have the weapon crew stuck.
Posted by Hannah_RE on 16/Jul/2025

Today’s Hot Fix makes several changes to multiplayer balance and includes bug fixes to improve the overall gameplay experience. These gameplay changes will likely invalidate any saved Replay files made after the launch of the 2.1.1 update. Thank you to everyone who has submitted feedback; you can continue reporting any additional bugs by visiting the Relic Help Portal and submitting a new request.
Light Mortars – M1 81mm, 3-inch, GrW 34 8cm, Mortar Halftrack
We are slightly toning back the speed of offensive mortar shells to give mobile infantry more time to maneuver while allowing these weapons to remain effective team weapon counters.
These weapons have also proven to be too effective against vehicles which they are not intended to counter, so we are implementing a significant damage reduction against these targets.
Mortars will now also always penetrate barbed wire objects, allowing them to eventually clear these obstacles when given time.
Time to hit target increased from 2.5 to 3 for all lethal munition types; flares and smoke unaffected
Fixed an issue where mortar incendiary rounds from the 250 Mortar Halftrack did not receive the speed change
Now have a 50% damage penalty against vehicles except for Delayed Fuze Rounds
Now have a +150% penetration bonus against Barbed Wire
Heavy Machine Gun Paradrop and Fallschirmpioneer Squad Paradrop
Paradrops were meant to provide variety to early game strategies, however, on certain maps they could be oppressive as there was no way to stop or intercept the unit being paradropped.
We are adjusting the two early game paradrop abilities so the opposing player will have more time to intercept or prepare for paradrop.
Now starts on a 30-second timer at the start of the game; applies even before the ability is unlocked
After 30-seconds of game time, the cooldown will no longer apply, even if the ability has not been unlocked
Recharge times lowered from 75 to 60 seconds
Fallschirmpioneer Paradrop reduced from 280 to 260 manpower
Armored and Breakthrough Battlegroup FastDeploy/Rapid Production
We are reducing the production bonus of these abilities as they could be a little overwhelming when used correctly for rush times, or getting a new vehicle to the front where it can influence an ongoing battle.
Production rate speed bonus reduced from 75% to 50%
Field Defenses
We are making light changes to several field defenses to make them easier to remove when targeted directly. They are currently too resistant to certain weapon types and/or can be established too quickly.
Wire Cutters
This is a significant improvement to enable units with wire-cutters to quickly cut holes through barbed wire.
Wire Cutters now only need 1.25 seconds to cut wire after the model has pulled out the wire cutters and began their animation
Grenades
All non-white phosphorous explosive Grenades now deal +250% increased damage to Barbed Wire
Tank Traps
Build time increased from 6 to 7
Target size increased from 20 to 25
Sandbags and Sangar Walls
Target size increased to 25
Barbed Wire
Target size increased from 1 to 25
Armor reduced from 35 to 20
Reinforced Wire
Target Size increased from 1 to 25
Armor reduced from 35 to 20
Health reduced from 250 to 240
M1919 Machine Gun Team
We are changing the M1919’s damage reduction passive to received accuracy/harder to hit. The original intention was to make the American HMG the most resilient to incoming damage, however, this made the unit too resistant to certain weapons like mortars. We are now changing it so the American heavy machine gun is only more resilient to small-arms fire rather than to all damage types.
Defensive Set-up 20% damage reduction changed to 20% received accuracy/Harder to hit
Improved Defensive Set-up bonus also changed to received accuracy
M3 Assault Carrier
The slight health reduction to the assault carrier is to increase its vulnerability to getting snared by weapons like the panzerfaust and anti-tank grenades. Previously, if no additional damage got through, the second panzerfaust/anti-tank grenade would fail to cause an engine critical on this unit thanks to its Reckless Assault passive.
Health decreased from 400 to 380
Jager Squad
The changes to Jagers stripped a little too much power from the unit. While the fear was that increasing its power too much would lead to the unit being much more efficient to spam, it has caused the Luftwaffe Kompanie to have a somewhat weak advanced infantry unit in the anti-infantry role.
We still want to focus on the scoped variants being the primary way the unit should fight infantry leading to their damage being further increased. Jagers will now also scale better into the mid-late game as the unit gains veterancy, similar to Panzergrenadiers.
Scoped Rifle damage increased from 16 to 18
Veterancy 1 Received Accuracy bonus increased from 15% to 20%
Veterancy 2 Accuracy bonus increased from 15% to 20%
Infanterie Kompanie Officer Quarters
The changes to how veterancy functions has removed significant power from the Infanterie Kompanie as it only provides units with a single stat boost, whereas prior they could have two to three additional combat bonuses.
As early veterancy bonuses are less potent, the cost of the upgrade no longer needs to be as high as it used to be and make it easier for the player to rush or backtech this upgrade to allow for strategies that rely more on prolonged fighting in Tier 1.
Fuel cost reduced from 35 to 25
221 Armored Car
The 221 Armored Car with the Panzerbuchse struggled to deal with enemy light vehicles due to a combination of factors like accuracy and rotation rate. Furthermore, this unit did not scale into the mid-to-late game being a purely anti-vehicle unit.
To remedy this, we are improving the unit’s accuracy, rotation rate, and removing the wind-up delay to allow the unit to be effective against fast moving light vehicles. Tracking has been adjusted so it’s based on a firing cone which should allow the unit to get onto target faster.
Players will now also be able to upgrade the Panzerbuchse variant to have the Radio Antenna, allowing the unit to fulfill the scouting/reconnaissance role once it has become too dangerous to hunt enemy vehicles.
Pivot and Rotation increased from 50/60 to 55/66
Panzerbuchse wind-up time reduced from 0.125 to 0
Panzerbuchse tracking to left and right remove
Panzerbuchse firing cone increased from 5 to 12.5
Panzerbuchse accuracy increased from 0.1/0.055/0.045 to 0.12/0.66/0.54
White Phosphorous Shot ready-aim time reduced from 1 to 0.125
White Phosphorous Shot now properly tracks targets that leave the gun's arc; previously the unit would get stuck when they exited the unit’s tracking cone
Panzerbuchse and Radio Antenna upgrades can now both be purchased together; no longer mutually exclusive options
Panzerjager Kommand Anti-tank Overwatch
The addition of a slight delay to this ability will give vehicles, like the Bishop, more time to move once the ability has been triggered. Previously, the projectile arrived immediately after the target area was set.
Cooldown has been adjusted so the Anti-tank Overwatch will still fire the same amount of shells for its full duration if enemies remain within vision.
Now has an initial delay of 1.75 seconds
Cooldown to reacquire a target sped up from 0.5 to 0.4 seconds
Elefant Tank Destroyer
The Elefant arrived too late and was too costly for its role as a specialist anti-tank vehicle that could not maneuver effectively on the map to contest enemy incursions or quickly respond to flanking attack. To make the Elefant a more reliable choice as a specialist, we have made significant command point changes along with a cost decrease.
Command Point cost reduced from 9 to 6
Cost reduced from 700 manpower and 180 fuel to 600 manpower and 160 fuel
Headquarters territories have been slightly adjusted, reducing the risk of call-in Heavy Tanks (such as the King Tiger and Tiger) becoming trapped behind the HQ
Reduced the automatch map weight back to normal on the following maps:
(2) Tuscan Vineyards
(4) Lorraine
(4) El Alamein
(6) Gabés Gap
(8) Red Ball Express
All multiplayer maps should now have the same chance to appear in your Quick Match playlist
Wehrmacht HQ has been given a reduced footprint, better enabling tanks and team weapons to move around and between the HQ and other production buildings
Updated cosmetic names that had inconsistent unit names compared to their in-game equivalent
Updated several Load Out/Inventory and Store images with in-game images
Known Issues: Additional Fallen Leaf cosmetics will be released in a later release. Apologies for the delay
Heavy Barrels from Mechanized Support Center now properly applies to existing units on the field
Fixed an issue where the Kradschutzen Motorcycle Team Binoculars failed to function at Veterancy 3
Fixed a case where towing can be aborted before the crew is loaded into the tractor, causing the anti-tank gun to be permanently stuck in towed mode
Fixed an issue where the King Tiger had an incorrect veterancy tool-tip stating it gained +100% accuracy at Veterancy 3
Fixed an issue where Forward Observer Barrage from the Dingo did not trigger the BL 5.5's Forward Observer Supporting Barrage ability
Fixed US Forces M1 Mortar Team's Delayed Fuse HE Barrage not working properly on out-of-range targets
Fixed an issue where the V1 did less damage to emplacements. Now has the correct modifier of +50% against emplacements
Fixed an issue where Rapid Repairs from the Mechanized Support Center reduced the price of Designate Forward Repair Station
Fixed an issue where Defensive Positions did not activate for infantry in cover
Fixed an issue where the crew on the 210 Obice would have a population cost and drain 1 manpower per minute
Fixed a case where Focus Vehicle would not turn off after using weapon swap abilities such as grenades
In Automatch modes, changed the "waiting" message to "found" and greyed out leave and cancel buttons which no longer work during the window in which a player is joining a match. This should result in a better player experience when finding and joining a match, resulting in less matches being flagged for "leaving"
Fixed Italy Campaign autosaves not working in Russian and Ukrainian languages, which caused a campaign restart loop blocking progression
Added additional logging to help collect info on potential hard to reproduce campaign issues
Posted by Hannah_RE on 26/Jun/2025

Today’s Hot Fix addresses an issue where the Afrikakorps 250 Mortar Halftrack never fires, along with several other multiplayer issues. As a result, this will likely invalidate any saved Replay files made after the launch of the 2.1.0 update. Thank you to everyone who has submitted feedback; you can continue reporting any additional bugs by visiting the Relic Help Portal and submitting a new request. We are continuing to monitor feedback on multiplayer balance to determine how the new meta shakes out, and to see if we need to adjust any additional variables in a subsequent hot fix.
Towing can now be initiated by the LG40 AT Gun Squad
Fixed the Africakorps 250 Mortar Halftrack not firing from inclined terrain
Fixed an issue that prevented moving the US Forces Forward Repair Stations to a new territory point
Fixed dual currency pricing for Night Fighters cosmetics not appearing; Infantry/Team Weapons are priced at 2500 Merit; Tanks/Vehicles are priced at 5000 Merit; Buildings/Capture Points are priced at 7500 Merit
Corrected a rendering issue with the Africakorps Kradschutzen Blocking Forces cosmetic
Updated HQ images in the Highlight section of the store to remove non-HQ units and avoid confusion
Updated Ultimate Pack Carousel and Highlight section image for Amphibious Assault with correct units in the Ultimate Pack
Fixed Error Code 13 appearing when purchasing content in the Carousel
Fixed an error when equipping Desert Cats cosmetics during the purchase flow
Fixed several localization issues, including formatting and translations
Posted by John_RE on 25/Jun/2025

The Opal Scorpion (2.1.0) update includes 5 new maps, multiplayer balance changes, new cosmetics, and additional gameplay and quality of life improvements.
As always, we will be monitoring your feedback and bug reports in the coming days to ensure we are on top of any critical issues. If you’re encountering any technical problems or wish to report a bug, please submit a new request here.
You can find our Known Issues list here.
We’ll see you on the battlefield!
With this update we are introducing 4 new Legendary cosmetic sets – one for each faction. These sets will be available for either Merit or War Bonds.
US Forces - Amphibious Assault
Though synonymous with the Pacific Front, the Island hopping and beach assaults of the Italian mainland felt all too fitting a place to represent the US Marine Corps in all their frog-skin splendor.
Wehrmacht - War Torn
This worn and weather-beaten scheme represents the Wehrmacht towards their bitter end. We designed the War Torn pack to represent vehicles, soldiers and matériel in a state of desperate disrepair.
British Forces - Desert Rose
This lesser known but striking scheme was a must-have addition to our British army in Africa. Tinted to mimic the light of dawn or dusk against the sand, this scheme was intended to protect convoys of vehicles on their way to strike targets from deep in the desert.
Deutsches Afrikakorps - Desert Cats
The Afrikakorps employed exceptional ambush tactics within their desert realm, personified by the Desert Cats pack. Use natural sepia and artificial shadows to obscure your forces as they maneuver to ambush their foe.
Exclusive Nightfighters Packs
Previously, the Nightfighter cosmetic packs were exclusive to players with a Prime Gaming subscription. After the Opal Scorpion update, they will now be coming to the in-game store. These sets will roll out gradually over the coming weeks and months, meaning all players will finally be able to collect them all. These packs will be available for either Merit or War Bonds.
Tuscan Vineyards (1vs1)
Community mapmaker Kpen returns with this competitive 1vs1 map, set in a lush Italian landscape. Players will be fighting in and amongst dense hedgerows and exposed river crossings to secure victory in this beautifully realized battlefield.
A picturesque battlefield nestled in the heart of the Italian campaign. Amidst the rolling hills and sprawling vineyards of Tuscany, this once tranquil region has become a critical theatre of war. The vineyards, once a source of pride for local winemakers, now serve as hiding spots and cover for soldiers engaged in intense firefights. The rows of grapevines provide tactical opportunities for ambushes and flanking maneuvers, testing the mettle of commanders leading their troops through this challenging terrain.
El Alamein (2vs2)
The turning point of the war in North Africa, this infamous, yet seemingly insignificant railstop was a must-have addition to Company of Heroes 3. Players will be hard-pressed to secure all the territory they desire and will need to work together to carve out resources that suit their playstyle. Wide, open desert flank the central rail compound and what cover is available will not last for long.
“Here we will stand and fight; there will be no further withdrawal. I have ordered that all plans and instructions dealing with further withdrawal are to be burnt, and at once. We will stand and fight here. If we can't stay here alive, then let us stay here dead.”
Lieutenant-General Bernard Montgomery
El Alamein’s flat, barren terrain presented tactical challenges for its defenders; trenches and foxholes were often only inches deep and sightlines were long. Mechanized warfare was king.
Lorraine (2vs2)
Community mapmaker TheSphinx also makes their return with this wonderful rendition of Company of Heroes 1’s Lorraine - a 2vs2 favorite. Their eye for detail has left no stone unturned in this painstaking recreation of a bombed rural town.
"I remember this town the day we arrived - streets packed with children playing, markets buzzing with activity in the warm midday sun. Now it's no more than a graveyard of rubble and ash; a burial plot for the innocence of mankind."
A heavily destroyed urban landscape, Lorraine favors close-quarters combat amongst the ruins.
Gabès Gap (3vs3)
Players will take command of the battle of Wadi Akarit, a single roadway bisecting the salt flats and outcroppings of the West, and the beaches to the East. While direct conflict is to be expected among the flat, desolate shrub of the map’s center, there is too much value to be had in capturing the fortified beaches and highlands to either side. Neglecting either of these battlefields will open your entire team to dangerous cut-offs and flanking maneuvers.
"We broke off from the boys at Medenine - heavy hearts and all. The 8th were to advance into harm’s way while we skirted Southwest, deeper into the mountains, some 140 miles behind enemy lines. With any luck we could cut Jerry off at Gabès. But the best laid plans..."
The Battle of Wadi Akarit broke the final Axis bridgehead on the road to Tunis. Salt marshes and exposed coastline offered little protection on either side.
Red Ball Express (4vs4)
We are also very proud to announce the debut of Community mapmaker DutchToast and their rendition of the Company of Heroes classic Red Ball Express. An exceptional amount of work has been poured into this map (4vs4 is no joke) and its name should be familiar to Company of Heroes 1 and 2 fans alike. Players should expect the same grinding advances down forested lanes and daring spearheads through enemy defenses.
“You will not find it difficult to prove that battles, campaigns, and even wars have been won or lost primarily because of logistics.”
General Dwight D. Eisenhower
Military expressways were critical to the movement of matériel inland; thousands of tonnes of critical supplies were the lifeblood of the Allied offensive.
Classic Company of Heroes community map, originally created by Yojimbo252.
We have several bug fixes and improvements across our Multiplayer Maps, thanks as always to feedback on the Official Discord. Please be sure to leave comments in the map-feedback section if you have any additional map feedback or issues for future updates.
(2) Pachino Stalemate - Very minor territory adjustment, ensuring the Southern Fuel points fairly connect only with their neighboring Fuel point.
(2) Twin Beaches - +10 Fuel Points within contestable areas have been adjusted to new +8 Fuel Points, to reduce the harsh swing of total Fuel income when capturing the majority of points.
(6) Benghazi - Minor adjustments to barbed wire present on this map. Changes to ultra-lights made some areas inaccessible or difficult to access with early capturing vehicles.
(6) Gothic Line – Fixed an issue that caused spawned units from production buildings to wander over to their neighbor's HQ.
(6) Mignano Summit - Very minor territory cleanup and some cover rebalancing, especially around the map center.
(8) Oasis Depot – An issue with the central Fuel points has been fixed. It was previously possible to gain their income even if the central island was cut off from the HQ sector.
(8) Sousse Stronghold - Impass added under a rock formation, to prevent ultra-light vehicles from driving inside to hide.
Added text localization for the following languages:
Ukrainian
Russian
Breach
Breach is difficult to use due to several issues that we have identified.
Length of time needed to complete breach
Breach locking the player’s units out of commands once it begins
Breaching units needing to walk in through the door once the enemy has been forced out or exited the structures before/during breach
These issues caused Breach to punish the player using it, felt unresponsive, and did not punish the opponent for losing the building as they would have plenty of time to either respond, or throw grenades back at the breaching unit.
We have made significant changes to improve Breach – particularly in urban maps - that includes improvements to speed and responsiveness.
Breach can now be cancelled at any stage prior to the ability causing damage, allowing units to break away from the door if required
Breach has been significantly sped up with the ability taking around 3 seconds to cause damage and kick the enemies out of the building once the actual Breach animations begin
Units that are Breaching will teleport into the building if the enemy exits, rather than attempting to walk in through the doors/complete the breach animation
Units that are breaching move +50% faster as they approach the door
Breach is now a standardized cost of 25 munitions for all units
Breach causes a Grenade callout for the opponent, and they will receive an event queue that their building is being breached
Breaching no longer always kills 2-3 models, now each model has a 25% chance to die
Breach should no longer cause team weapons to get occasionally stuck by destroying the weapon itself
Breaching deals between 40-60 points of damage to everyone in the hold when it occurs if they were not killed
Cancelling Breach while the unit is breaching will put the ability on a 10 second cooldown
Towing Improvements
Towing has been given several major improvements, increasing responsiveness and reducing delays. It should be faster in most cases, and many common delays and bugs have been fixed.
Fixed multiple issues causing team weapons to rotate too late
Fixed multiple issues causing vehicles to change positions when told to tow team weapon already within range
Improved logic and speed at which team weapons rotate to hitch onto a towing vehicle
Removed delays caused by waiting for the crew entities to get into the hold after towing was already completed
Fixed multiple towing-related issues that could cause crashes
Territory & Victory Point Vision Changes
Capture points offered too much vision, allowing players to see the attacker’s units if they passed by a territory point. We want reconnaissance units and abilities to play a greater role in identifying what kind of units the opponent has in an area. To facilitate this, we are reducing the vision range on points.
Vision radius reduced from 6.5 to 0.05
Does not impact how abilities that target territory points function
Non-lethal Smoke and Flare Abilities from Vehicles and Artillery Units
We have made improvements to several non-lethal weapons to bypass a weapon’s reload time. These changes are meant to make it easier to deploy smoke screens during combat when units have already fired a shot/in reload cycle.
Can now skip any on-going reload sequence to fire immediately. Weapons that have fired will still remember their reload time when they swap back to the original weapon.
Example: M24 Chaffee Fires main gun -> Fires Smoke Shot via ability -> Retains reload time of the main gun when the weapon was swapped to Smoke
Friendly Fire
Currently, players can call-in artillery or throw grenades on top of their own units and deal significantly reduced damage to themselves, but full damage to the enemy. This caused situations where dropping a grenade or artillery on top of yourself was a way to win an engagement.
We have adjusted how friendly-fire interacts with a player’s own units and weapons. Certain abilities and weapons will now deal full friendly fire damage to their owner’s forces, forcing players to be more careful with where they target their abilities. This does not impact friendly fire damage against allies, which is still reduced.
This impacts the following weapons:
Grenades and explosives like Satchels/Demo Charges
On-map Artillery barrages
On-map Mortar Barrages
Off-map Damaging abilities
Capture Behavior
We have made some adjustments to capture behavior to make it easier to retain cover positions/current position if they are already capturing and units will be less likely to pile up on the point directly, instead, opting to stop once they are within a certain distance of the capture point.
When units are given a capture command and are not on a capture point:
Squad entities no longer stack onto the center or beyond the capture point with direct capture commands. Squads will move to the center of the point, favoring the side they come from.
Squads no longer move closer to capture points if they are issued a capture command in the zone of control of the point they are already capturing
This allows users to leverage desirable cover in or near a capture point as units can now retain cover positions from queued capture commands. If a queued order was issued, they will hold the position, capture, and move to the next order.
Emplacements
Static artillery emplacements are too vulnerable to mobile artillery units that can move away after delivering a barrage, while also being susceptible to off-maps and enemy assaults. Due to these issues, we are raising the resilience of artillery emplacements against on-field artillery.
These changes, combined with the reduced health of mobile artillery, are to allow static artillery units to better absorb and counter on-field artillery barrages, while remaining vulnerable to traditional threats like direct attacks and off-maps.
Artillery Emplacements now take 50% less damage from on-field medium, heavy and rocket artillery, was previously 25%. Does not impact resistance against off-maps.
Grenades
Basic grenades are underwhelming. Their damage drop-off was often too high and moving slightly from a grenade’s center would cause the damage to change drastically.
We are making a change to improve the general effectiveness of basic grenades by reducing the damage drop-off between the near and mid radius and improving the kill radius slightly, while still retaining the significantly lower damage at the edges of the explosion. This should make direct hits on units more rewarding.
Rifle grenades have been changed to function differently, having a considerable kill radius, but deals limited damage past that zone and has the smallest blast radius overall.
Corrected some reticules to more correctly match the blast radius
Have overall been increased in strength
Infantry Section Rifle Grenades
Damage increased from 100 to 120
Medium distance damage increased from 0.25 to 1.0
Far distance damage increased from 0.15 to 0.1699
Minimum cast range reduced from 15 to 12.5
Area of Effect radius decreased from 4m to 3m
Max squad member entities that can be hit decreased from no limit to 4.
Munition cost increased from 30 to 35
Pathfinder Rifle Grenades
Damage remains at 120
Medium distance damage increased from 0.5 to 1.0
Far distance damage decreased from 0.3 to 0.1699
Minimum cast range reduced from 15 to 12.5
Area of Effect radius decreased from 4m to 3m
German Stick Grenades
Medium distance damage increased from 0.4 to 0.7
Far distance damage increased from 0.15 to 0.225
Near distance increased from 0.125 to 0.35
Mid distance increased from 0.75 to 1
Far distance decreased from 3.5 to 1.5
Ability recharge time standardized to 30 seconds; matches other similar grenade types
Mk 2 Frag Grenades, Mills Bombs, and ‘Cooked’ variant
Stats standardized to the MK 2 Frag Grenade before changes are applied below; fuse times remain unique for ‘cooked’ variants
Medium distance damage increased from 0.5 to 0.85
Near distance increased from 0.125 to 0.35
Far distance decreased from 4.5 to 3
Paratrooper's grenades upgraded from Packed Explosive now show a larger reticule to represent the 25% increase in radius
Stun Grenade
Always deals 40 damage with no damage drop-off
Red/White Phosphorus Grenade
Always deals 30 damage with no damage drop-off
Blast radius increased from 2m to 4m
Light Mortars and Light Infantry Artillery – 81mm, 8cm, Mortar Halftrack, 3-inch Heavy Mortar, Pack Howitzer, leIG 18
Light artillery is a little weak in terms of its power. Stationary units can easily move out of the barrage radius of light artillery because projectiles could take 4-5 seconds to arrive after it had been fired and direct hits are not guaranteed. While players could reduce the travel time it takes for projectiles, light artillery always wants to fire at maximum range to remain safe.
To allow these units to be effective at long range where they can accumulate damage against stationary targets, we are speeding up the projectiles of these units.
Mortar projectiles now always arrive at their destination after 2.5 second
Heavy Mortar projectiles that are not flares now always arrive at their destination after 3.25 second
Pack Howitzer, Le.IG 18 projectile speed increase of 25 to 50
Camouflage
Regular unit detection range is reduced back to range 10. This will improve general stealth gameplay for units that rely on this feature, such as Commandos. Stealth can be difficult for these units to utilize as they could be spotted before they got into their effective range. We are also allowing German anti-tank guns to get their First-strike bonus as these units need to slowly move into position with limited vision.
Delay for elite camouflage reduced from 0.5 to 0
Camouflage detection range for all regular units reduced from 12.5 to 10
Reticule added for the Stealth Camouflage passives and toggle ability to display a rough estimate of when the unit gets detected by non-detectors from the center of the squad
When units leave cover, their camouflage UI indicator counts down
German AT guns now get first strike the moment they enter camouflage
We have reworked the stealth features of Battlefield Espionage to be less oppressive to play against. Those can be found in Deutsches Afrikakorps changes.
Bunkers and Fighting Positions
Upgraded bunkers and fighting positions will retain their garrison feature to give units more viable positions to fight from. Players did not keep un-upgraded bunkers or fighting positions around as it was more useful to upgrade them in the long run.
Can all be garrisoned by infantry, even in their upgraded forms
Provides Garrison Cover Combat Bonuses for all variants
Minesweeping
It was difficult for minesweepers to gain veterancy due to their limited combat power after opting out of their weapon upgrade. We have changed minesweeping to now provide experience, allowing sweepers to gain veterancy even if they do not directly participate in combat.
Units that sweep mines without detonating them now gain experience
Experience gained per Mine type:
Regular Mines: 150
Anti-tank Mines: 250
Australian Trip-Wire: 100
S-Mines and Butterfly Bombs: 25
DM-16 Trip Flare: 50
Signal Detection – 221 Scout Car, 254 Artillery Tractor, 4x4 Truck
We are creating counterplay against the Signal Detection ability found on several units by causing them to periodically appear in the fog of war, allowing them to be engaged by long-range units or artillery and letting the opponent know Signal Detection is active. The previous version allowed for the gathering of intel without any risk, yet we want to maintain the long-range detection capability as they have limited direct combat capabilities.
Players can turn the Signal Detection ability off to prevent their units from revealing themselves.
Signal Detection now reveals the user of the ability for 5 seconds every 5 seconds
Signal Detection is now a toggle ability for these units
Recon detection icons have been updated to a new shade and style that better fits with the game
Wreck Changes
Wrecks could be too easily destroyed by vehicles crushing them. This meant killing the lead vehicle of a tank assault did little to slow them down and it also meant wrecks that players wanted to salvage/recover could accidently be destroyed by most mid-late game vehicles.
Most wrecks will now require one level higher to be crushed.
Ultralight Vehicles: Now requires light vehicles or higher to be crushed; cannot be crushed by ultralight vehicles
Medium Vehicle Wrecks: Now requires heavy vehicles to be crushed; can no longer be crushed by medium vehicles
Heavy Vehicle Wrecks: Immune to being crushed by all sources
GrB 39 Grenader Launcher
The GrB’s anti-garrison damage is being reduced. This is primarily focused on reducing splash applied to other models in the building, while keeping its damage high against a single entity inside the garrison.
Anti-garrison damage bonus decreased from + 100% to +50%
Towed and Fixed Artillery Emplacements
Command point cost of certain fixed or towed artillery is being reduced to allow them to come online sooner and see more play.
BL 5.5 Artillery Emplacement Command Point cost reduced from 2 to 1
210mm Obice Artillery Emplacement Command Point cost reduced from 5 to 4
Towed Cannone 105/28 Command Point cost reduced from 3 to 2
Snipers
Build time reduced from 40 to 30 seconds
Distribute Medical Supplies – 250 Light Carrier, Dingo
This is a quality of life change to allow these units to heal on the move due to the healing being limited for a timed duration with a significant recharge time afterwards.
Now functions even if the vehicle is moving, similar to those used by the Grenadier Squad
Artillery, Siphon, Intel Disruption Beacons and Luftwaffe Relay
No longer remains spotted in the fog of war and on the mini-map once discovered and the enemy loses vision
Mobile Anti-tank Guns
This is a small boost to anti-tank guns to make their veterancy 3 feel more powerful.
Veterancy 3 rate of fire bonus increased from 30 to 35%
Captain Retinue
The Captain is a vital unit for the US Forces due to its powerful abilities. This has often led to the Infantry Support Center being chosen over the other Support Centers, which is also able to use the momentum of an extra unit to push the enemy.
To create more build diversity, we are allowing the Captain to be purchased from the Headquarters after upgrading to any support center. This allows US players to always have the option to get the Captain, while letting the Infantry Support Center to retain the free unit it gives.
Now available in the Headquarters after any Support Center is constructed. Infantry Support Center still immediately spawns a Captain upon completion
Fixed an issue where experience gain was multiplicative resulting in the unit giving 150% extra experience at Veterancy 3. Amount now set to be a flat 50% bonus for a total of +75% bonus experience granted at Veterancy 3 from 25%.
Air Support Center
We have made a change to the Air Support Center by allowing the first bombing and strafing run abilities to be free. This will allow players who have gone Air Support Center to shift early game engagements in their favor without needing to wait for munitions.
First Bombing Run is now free
First Strafing Run is now free
Designate Forward Repair Station
Designate Forward Repair Station has had its healing speed increased to allow vehicles to get back into the fight faster.
Furthermore, it can repair structures to support defensive gameplay through fighting positions or emplacements found in battlegroups.
Repair rate increased from 8 to 12
Can now repair structures
Rapid Repairs
The Rapid Repair upgrade is being reworked to focus on repairing large groups of vehicles around the Forward Repair Station, which is a central aspect of the Mechanized Support Center.
Now causes the Forward Repair Station to generate a repair aura within range 25. Engineers on the point become visual indicators. Previous effect removed.
M1918 Browning Automatic Rifles
BARs will now be available from the Barracks without requiring a Support Center. The current iteration of the weapon arrives too late to make a significant impact and the window to capitalize on the advantage is very small.
We can allow BARs to arrive earlier in the game to give the US player an early advantage because Axis have several tools to fight off upgraded Riflemen that arrive not too long afterwards and the American player sets themselves back heavily by needing to invest in tech and eventual healing.
Global upgrade no longer requires a support center to be researched
Munition-based upgrade per squad locked behind any Support Center being purchased
Heavy Barrels
A new upgrade has been added to the Mechanized Support Center that gives a general combat boost to all American vehicles against infantry threats and allows their machine guns to outrange threats like infantry anti-tank.
New upgrade in the Mechanized Support Center, takes the positions of the previous M4A1 76mm Gun Conversion
Increases range by +5 and additional rounds per burst by +25% for all vehicle mounted machine guns including upgraded machine gun mounts – such as the M2HB .50cal found on the Sherman- and the M16 Multiple Gun Motor Carriage
M4A1 76mm Gun Conversion
We are moving the 76mm gun to the Tank Depot to make the standard Sherman less reliant on Support Centers and instead, the decision to upgrade to the 76mm gun is more focused on the type of strategy the player wants to employ.
Moved to the Tank Depot; no longer requires the Mechanized Support Center
¼-ton 4x4 Truck
We have refreshed several units’ Veterancy 3 bonuses to make them feel significant.
Veterancy 3 received accuracy bonus increased from 30% to 60%
Veterancy 3 now adds an additional +60 health
M1 57mm Anti-tank Gun
Veterancy 3 Armor-Piercing Rounds duration bonus replaced with Armor-Piercing Rounds causing Crew Injury criticals on vehicle penetrating hits
M8 Greyhound Armored Car
Veterancy 1 acceleration bonus changed to +15% rotation rate
Veterancy 3 range bonus now affects all weapons on the Greyhound rather than being restricted to machine guns
M24 Chaffee Light Tank
The Chaffee’s speed is being increased to improve its anti-vehicle flanking and pursuit role.
Speed increased from 6.5 to 6.9
M4(105) Sherman Dozer
The high damage the Dozer does against structures made the bunker buster barrage redundant. We have revamped this ability to now fire a devastating single shot that detonates which has a much higher damage payload compared to its auto-attack allowing it to quickly clear stationary targets that fail to move away from the blast zone.
Bunker Buster now fires a single high damaging shell with a time delay of 3.5 seconds. Damage is equivalent to a satchel charge against buildings but is still lethal to units like team weapons and infantry.
M8 Scott SPG
We are doing a rework to the Scott to differentiate it from the other vehicles in the US roster. Range of the barrage is being increased but the auto-attack is being lowered to make the Scott a light, but somewhat durable mobile artillery unit with the ability to engage unsupported enemy units at short-range.
Auto-attack range reduced from 45 to 30
Auto-attack reload sped up from 4.5 to 3 seconds
Barrage range increased from 50 to 90 for all barrages
Barrage recharge time increased from 30 to 60 seconds
M29 Weasel Recon Vehicle
The Pack Howitzer variant of the Weasel is gaining veterancy 1 to allow a quick transition into support roles. Previously, when the Weasel with Pack Howitzer was brought onto the field, it struggled to gain veterancy due to the increased lethality on the battlefield.
Now has access to the Handbrake ability
Variant towing the Pack Howitzer arrives to the battlefield at Veterancy level 1
Veterancy 1 acceleration changed to +25% rotation rate
Veterancy 3 weapon drop cost reduction replaced with Self-repair ability always being active, even if the unit is moving and/or in-combat
M2A1 105mm Howitzer Emplacement
The following change helps the auto-fire ability scale from the bonuses such as the Ammunition Storage and veterancy.
Auto-fire reload adjusted to be around 10 seconds with auto-fire. Ammunition Storage and Veterancy 3 now reduces the time needed to recharge the next auto-fire shot.
M3 Assault Carrier
Reckless Assault is now part of the unit without requiring veterancy
Fortify Positions now available as Veterancy choice 2
Fortify Positions always enters cooldown when the Exchangeable Parts is used to convert a Halftrack into an Assault Carrier
Kettenkrad
The Kettenkrad has also had its Communication Cables vision range adjusted for the recent territory points change. It is slightly lower than before but is compensated by no vision being provided by Territory Points to begin with.
Points captured by a Kettenkrad with Communications Cables now has UI indicator on point to show it is benefiting from the increased vision
Communication Cable vision bonus on points increased from 7 to 12
Veterancy 1 acceleration bonus changed to +25% rotation rate
Veterancy 3 now allows the Kettenkrad to be camouflaged even when moving
Grenadiers
Grenadiers were a little too efficient when Wehrmacht is meant to rely more on their advanced infantry squads or heavy machine guns to directly combat Allied infantry in the later stages of the game. Grenadiers will now have the same upkeep as other mainlines to reduce their efficiency. Increased recharge times on Merge will also make it harder to replenish advanced squads with Grenadiers alone.
Merge recharge time increased from 15 to 60 seconds
Upkeep per population increased from 1 to 1.5
Sniper
The sniper’s Veterancy 3 for Wehrmacht was weak as it couldn’t spot for itself and the rate of fire bonus was not significant enough from Ambush. We have changed it so the Ambush bonus is significantly higher, and the sniper is able to be a spotter in both combat and out-of-combat scenarios.
Veterancy 3 bonuses changed to +10 vision range and +50% rate of firing when attacking from camouflage
Panzergrenadier Squad
These changes improve the scaling of the Wehrmacht Panzergrenadier, making options like Officer Quarters a significant power spike and improving their performance in mid-to-late game scenarios.
We want Wehrmacht Advanced Infantry to be capable of fighting upgraded Allied infantry and be the Wehrmacht’s primary frontline infantry unit as the game progresses.
Veterancy 1 Received Accuracy increased from 15% to 20%
Veterancy 3 Weapon accuracy increased from 33% to 40%
Jager Squad
Jager squads have been adjusted to focus their role as ranged infantry that deal good damage at range but have lower health. Furthermore, the Scoped G43s damage has been increased to make upgraded Jagers a powerful anti-infantry unit at the cost of giving up the Panzerschreck.
We have also adjusted their veterancy ability allowing them to control enemy infantry advances and make it harder to close with the Wehrmacht squads or team weapons, but they will no longer have camouflage which gave them significant power through Ambush bonuses.
Health reduced from 110 to 100
Manpower cost increased from 320 to 340
G43 accuracy far accuracy increased from 0.5 to 0.6
Scoped G43 damage increased from 14 to 16
Concealment Ability changed to - Slowing Fire
Slows Jagers by 33% but slows infantry on rifle hits by 33% for 2 seconds. Effects are refreshed on hit. Lasts for 15 seconds.
StuG III G Assault Gun
Point-Blank Blast has been reworked to now be a timed ability. The previous iteration was difficult to use as the vehicle had to lock onto enemies and was unable to act without cancelling the order. This new iteration gives the player greater control over which targets they can engage while the ability is active.
Point-Blank Blast reworked. Is now timed ability that greatly reduces range to 15 but grants anti-infantry HE shells for 20 seconds. Weapon stats have been heavily adjusted to have less scatter but lower direct damage output.
Marder III Tank Destroyer
Veterancy 1 acceleration bonus replaced with +15% weapon accuracy
RPzB 54 Panzerschreck Anti-tank Weapon – Affects the Afrikakorps variant
We are adjusting the scatter of the Panzerschreck to be more in-line with other weapons and prevent situations where the rocket would fly at impossible angles from the launcher. The scatter will still be higher than other anti-tank weapons like the Bazooka, especially at long-range, but attack ground will be more reliable.
Angle scatter reduced from 50 to 20
Distance scatter max reduced from 10 to 5
Distance scatter offset adjusted from -0.5 to 0
Luftwaffe Relay
We want the Luftwaffe Relay to be important to players using Fallschirm units, but it fails to synergize with the emplacements or team weapons that can be obtained by the Luftwaffe Battlegroup. To allow for better synergy with these unit types, we are allowing the Relay the ability to re-man abandoned team weapons emplacements.
You can now also salvage structure for resources, allowing players to move/establish new Relays once an area is secured.
Can now recrew a targeted abandoned team weapon and emplacements for 50 manpower
Can be salvaged for a 75% manpower return, like non-upgraded Fighting Positions
Units still cannot fire out of this structure
Fallschirmjager Squad
This change is to allow Fallschirmjager to better scale into the late-game by giving them higher offensive power – keeping the unit focused as a vulnerable damage dealer that is best used from ambush and cover.
Veterancy 2 accuracy bonus increased from 15% to 20%
Veterancy 3 accuracy bonus increased from 20% to 25%
Flak 36 Anti-tank Emplacement
Command Point cost reduced from 2 to 1
Wespe Self-propelled Gun
We are making a change to certain mobile artillery, increasing vulnerability to flank attacks and counter-battery fire from artillery, requiring players to use their mobility to avoid danger.
Health reduced from 240 to 160
Coastal Reserves
Coastal Reserves are gaining a new ability to synergize with the changes to bunkers. This makes the unit effective at trading out with enemies from fortified defensive positions/garrisons. We have also slightly increased the power this unit gets when receiving veterancy as it cannot be traded out for Advanced Infantry and is more combat-orientated than the Grenadier.
New ability added: Stronghold Defenders: Grants the Coastal Squad a light machine gun when fighting from garrisons at Veterancy level 1
Veterancy 2 weapon accuracy bonus increased from 15% to 20%
Team Weapon Training
This change will allow all British units to benefit from Training Center upgrades. Previously, emplacements were the only unit type to never receive bonuses, despite taking up population and upkeep.
Now impacts emplacements; health bonus provided to emplacements is +120 health. Provides the same rate of fire bonus as regular team weapons
Company Command Post
The British being able to refit their vehicles is a powerful and unique mechanic that allows the faction to have flexibility with its unit choices. However, it could be used too frequently, allowing for scenarios where players refitted multiple units at once and then produced higher tier units rapidly. The change still gives the British faction flexibility to change out vehicles, but the frequency is now gated behind time.
Withdraw and Refit now has a 120 second ability recharge time when used
Dingo Scout Scout Car
Veterancy 3 +10 ability range changed to +25% damage
Decoy Flares no longer shares a cooldown with Forward Observer Barrage
CMP 15 CWT AA Truck
The CWT AA Truck will now deploy faster, allowing it to better respond to enemy incursions and reset sooner if it is forced to move.
Set-up time reduced from 3.5 to 2.5
Bishop Self-propelled Gun
We are making a change to certain mobile artillery, increasing vulnerability to flank attacks and counter-battery fire from artillery, requiring players to use their mobility to avoid danger.
The Bishop has also had its fire rate slowed down to give enemies more time to dodge subsequent projectiles.
Reload speed reduced from 3/3 to 3.75/4.25
Barrage recharge time increased from 45 to 50
Health reduced from 240 to 160
Foot Guards Section
With the Breach changes, the British needed one unit in the core roster that was capable of breaching.
While Royal Engineers could fulfill that role, their flamethrower already allowed them to push enemies out of buildings whereas other breaching units cannot clear buildings as quickly.
Now has access to the Breach ability
Matilda Heavy Tank
The Matilda is having its frontal armor increased to allow it to better spearhead attacks into enemy positions. With the reduction of its anti-infantry power in previous patches, we can now bring back some of its durability.
Frontal armor increased from 280 to 310
BL 5.5 Inch Artillery Emplacement
The BL 5.5’s new veterancy ability is meant to synergize with the Forward Observer Barrage found on the Gurkhas, Recce Section and Dingo. This new ability gives the Forward Observer Barrage additional power in the late game, by giving more alpha-strike power as multiple guns can join in on the barrage.
Precision shot changed to - Forward Observer Airburst Support - BL 5.5 Inch Emplacement will fire 2 airburst shells at the target location of Forward Observer Barrage ability from Infantry Sections, Dingos, or Gurkhas is used. Ability is affected by Artillery Saturation. Similar damage output as Off-map Airburst Barrage.
Centaur IV Medium Tank
The Centaur’s late game utility is lacking, being a short-ranged anti-infantry vehicle. While it can deal good damage, it must compete with other mid-game vehicles in that tier while still doing decent anti-infantry damage.
To allow the Centaur to support allies in battle, a new ability has been added, enabling the Centaur to deal light anti-vehicle damage that causes a significant debuff on enemy vehicles.
New ability – HESH Rounds Toggle ability. Swaps to HESH rounds that fire in a direct-line to targets rather than an arcing shell. Deals 80 damage on penetration, 40 damage on deflection and debuffs enemy vehicles on hit, reducing accuracy and rate of fire by 30%
2-pounder Anti-tank Gun
The 2-pounder Target Weakpoint ability was too potent as it could get multiple shots off and effectively stun-lock the target throughout the entire ability’s duration. We changed the ability to only allow for one shot to be fired, but it still retains its ease of use where it is active the moment the ability is triggered.
Target Weakpoint now immediately ends upon firing a single shot while the ability is active. Is still a timed ability of 10 seconds, allowing a player to use the ability pre-emptively in anticipation for an attack
Target Weakpoint never misses enemy vehicles
Canadian Shock Section
The manpower cost of this unit was too high for their performance and stat-line. While durable, they rely on weapon upgrades or abilities to do high amounts of damage whereas other units of similar cost have higher offensive power.
We have also improved the 2-inch Mortar Barrage, giving it more damage against stationary positions, and slightly reducing its munition cost as the player must buy the upgrade to enable the ability.
Manpower cost reduced from 380 to 360
Reinforce cost reduced from 36 to 34
2-inch mortar projectiles per barrage increased from 5 to 6
2-inch mortar barrage cost reduced from 30 to 25
Afrikakorps Team Weapons - leIG 18, Pak 38 AT Gun, Flak 36 AT Gun
We want to incentivize team weapon play for the Afrikakorps by allowing them to also benefit from the Combined Arms bonus. The Afrikakorps already has weaker team weapons and they have trouble keeping up with the mobile nature of the faction.
Team weapons gain variant of the Combined Arms bonus that replaces the +10% accuracy bonus with a +10% rate of fire bonus. Only applies if the player is Afrikakorps
Kradschutzen Motorcycle Team
Veterancy 3 now allows the Binoculars ability to always be active even when moving
Binoculars ability now has a UI status indicator to display the amount of time it takes for the ability to become active when the unit is stationary
Panzerpioneer Squad
Panzerpioneers with the grenade launcher were too easily able to counter units like machine guns as they were able to use smoke to break line of sight to recover from suppression or to volley grenades from behind the smoke screen. We are removing the smoke grenade ability to prevent Panzerpioneers from breaking contact with the enemy unless they have additional support.
We have also increased the health of the unit once it hits its final veterancy level to provide a little more staying power as this unit’s veterancy bonuses are more combat focused than other engineers.
GrB 39 smoke grenade ability removed
Veterancy 3 health bonus increased from 20 to 25
Panzergrenadier Squad
Because Afrikakorps Panzergrenadiers rely on fighting near their vehicles to reach their full potential, we are reducing the population of this unit to better reflect its base performance and to be more economical to field in the long run, as the faction does struggle for manpower as the game goes on.
Population reduced from 8 to 7
Assault Grenadier Squad
Veterancy 3 ability cooldown recharge increased from 50% to 75%
Panzerjager Squad
The price and population of the Panzerjager Squad is being reduced to help the Afrikakorps deal with mobile vehicles and create more opportunities to use other call-ins from the Halftrack Deployment System such as the Assault Grenadier or Anti-tank Gun. By lowering their base price, there is more incentive to build the unit normally.
Price changes will not affect the Panzerjager Squad that is deployed with the halftrack.
Population from 8 to 7
Manpower reinforce cost reduced from 33 to 29
Manpower cost reduced from 275 to 240
Pak 38 Anti-tank Gun Team
Veterancy speed bonus increased from 25% to 33%
Flakvierling Halftrack
The Armor-piercing Rounds ability was too effective against vehicle threats as it could stop enemy vehicles from fleeing or chasing after the Flakvierling, in addition to increasing its damage output. We are adjusting this ability to now only increase weapon penetration without any other bonuses or negatives to make the unit more reliant on being properly supported to stop vehicle dives.
Armor-piercing Ammunition now only increased penetration by 50%. Slow debuff on target and reduction on blast radius removed.
Armor-piercing Ammunition cost reduced from 45 to 30 munitions
Marder III Tank Destroyer
Veterancy 1 acceleration bonus replaced with +15% weapon accuracy
Carro Armato M13/40 Light Tank
The Carro’s veterancy ability no longer relies on grouping up large amounts of Italian units and instead, the Carro becomes more powerful in dangerous situations where it is closer to heavier vehicles. This creates more interesting gameplay where the player can choose to gain more power by closing with more dangerous targets.
We also changed the unit to now require an upgrade to activate its unique hull-mounted machine gun. This allows us to give the Carro more power against infantry, while still making cover and positioning of both the vehicle and the target important.
Italian Vanguard changed to – Against the Odds – When the Carro is near enemy medium and heavy vehicles within range 20, it will fire 20% faster.
Hull machine gun is now an upgrade available for 50 munitions
Hull machine gun accuracy increased from 0.35/0.325/0.3 to 0.5/0.45/0.4
Hull machine gun burst rate of fire increased from 6 to 12
Hull machine gun moving accuracy increased from 0.5 to 0.75
8 Rad Armored Car
The turret of the 8rad is being sped up to allow it to better track fast-moving targets while we have also increased its long-range penetration, so the unit deals a little bit more chip damage to other light vehicles when fighting from distance.
Turret horizontal traverse speed increased from 60 to 90
Long-range penetration increased from 13 to 16
Goliath
Rotation rate increased from 55 to 75
Walking Stuka Rocket Halftrack
We are making a change to certain mobile artillery, increasing vulnerability to flank attacks and counter-battery fire from artillery.
We have also adjusted the Stuka’s Creeping Barrage to differentiate from the standard barrage. Creeping Barrage will now cover a wider area, but rockets have much less overlap, reducing raw damage to targets. Furthermore, because of the destructive payload of the Stuka, it can no longer double barrage, but firing Creeping Barrage will lead to a much shorter cooldowns as the player has to pay munitions to use the ability.
Health reduced from 160 to 120
Stuka Creeping Barrage now forces a recharge time of 30 seconds, rather than being available on a sperate cooldown
Creeping Barrage covers a greater area, but now lands in a zig-zag pattern with gaps between rockets
Stuka Barrage reticule adjusted for new larger the zig-zag pattern area of effect
Stuka Creeping Barrage wind-down reduced from 0.5 to 0.375
Panzerjager Kommand
Early Warning
This change corresponds with the recent change to the vision provided by territory points.
Passive vision range bonus increased from 5 to 10
Battlefield Espionage Battlegroup
250/3 Funkpanzerwagen and Intel Radio Beacon Aura changes
The stealth auras provided by the Funkpanzerwagen and the Intel Radio Beacons were oppressive to fight against as it allowed units to ambush enemies without needing to consider positioning and rush up to machine gun positions if no detector was available. The small radius of these auras also generally made players group up their units and attack in a blob.
Changes have been made so the camouflage from these auras now provides standard camouflage to units that are in cover with a four second grace period when leaving it. Units will now require more thoughtful placement on the battlefield to gain their camouflage. In return, we have significantly increased the range of these auras so players can operate further away from the Funkwagon/beacons.
We will be monitoring how this change goes, as we have noted it can be difficult for team weapons to benefit from the aura.
Aura now grants cover-based camouflage that has a 0 second delay before activating and remains for 4 seconds when leaving cover
Funkwagon camouflage aura range increased from 30 to 50
Intel Radio Beacon camouflage aura range increased from 50 to 70
Units no longer automatically hold-fire. Hold-fire ability given to infantry units that lack it upon unlocking the Battlegroup
Intel Radio Disruption Beacon
The Beacons are now solely a tool meant to provide nearby friendlies camouflage. Reconnaissance will now require units to scout ahead to see where the best ambush can be set in advance.
The previous iteration made it too easy to set up ambushes as the player could spot the enemy in the fog of war, while creating issue where a player’s beacons gave themselves away, despite being primarily a tool meant to hide their forces.
Manpower cost reduced from 75 to 50
Intel Radio Beacon no longer detects enemy in-range, only provides the camouflage aura
Siphon Beacon
Siphon Beacons were difficult to use as they gave away their position by telling enemies their point was being siphoned, and observant players would note the change to their income. While it could be powerful in certain situations, it required these beacons to pay off very quickly as they would inevitably be destroyed.
We are changing the design to now only provide the owning player additional resources with a slower resource gain as it no longer telegraphs that resources are being stolen from the enemy.
Resource siphoning reduced from 75% to 50%
No longer reduces the territory point’s income
No longer places an indicator on the target point stating it is being siphoned.
No longer impacts capture or decapture speed of enemy units
Fixed an issue where explosions that killed models and caused gibs would not give the proper credit or experience points to units.
Fixed an issue where fixed gun vehicles would only begin traversing their main gun onto target once the hull was aligned
Chaffee will now immediately fire its smoke round after firing the main gun; primary weapon reload timer is maintained to prevent "double-shotting"
Fixed loader animation: adjusted so shell loads straight into the loading area
General tool-tip fixes and improvements
Fixed ultralight vehicles phasing into the Fighting Nest
Fixed units sometimes getting stuck in running animation after disembarking
Fixed an issue where the camera would not fully zoom out despite settings
Infantry units like US Forces Scouts no longer stutter while running
Fixed an issue with snipers where they targeted the building instead of occupants
Corrected multiple tooltip issues across abilities and units
Fixed an issue where selected units became deselected if clicking the ground while shift-selecting
Fixed minor performance issues with attacks on water or uneven terrain
Fixed a case where directional cover bonuses incorrectly applied when throwing grenades
Sandbags now destroyed by grenades
Construction previews no longer detect mines
Fixed instances where units targeted destroyed HQs
Fixed off-map call-ins to properly damage bridges
Booby Traps no longer require supply points
Resolved various campaign mission logic errors
Several crash issues resolved in edge case scenarios
M29 Weasel now correctly detaches towed AT guns when upgrading to pintle-mounted MG
Fixed Mortar Pit crew moving outside pit after consecutive barrages
Street signs no longer block airborne projectiles
Fixed towed M5 spawning improperly on Forward Retreat Points
Humber’s Mark Area debuff now correctly applies to team weapon crews
Vehicles now immediately unload and drop towed weapons when withdrawing
Buildings no longer execute specific destruction types depending on weapon; destruction now randomizes between impassable and passable cover
US Forces Changes
Medical Halftrack healing correctly reflects veterancy bonus
Salvage Fighting Positions now eject crew before self-salvaging
Salvage Positions no longer appear on heavy machine gun nests
Company Command Post Withdraw now functions in Campaign
Wehrmacht Changes
Nebelwerfer and 20mm Flak no longer slowed in water
Fixed various directional cover issues with grenades
British Forces Changes
Foot Guards now correctly attack at max range with bazookas
Canadian Shock Demolition Engineering now properly displays population requirements
Canadian Shock Battlegroup: 2-inch Mortar HE Barrage text corrected
Fixed hand mortar animation glitch for Canadian Shock Troopers
Deutsches Afrikakorps Changes
Advanced Hazard Removal no longer references wire cutters (default equipment)
Walking Stuka Creeping Barrage no longer stalls at max range
First Strike bonus now correctly applies when attacking from Funkpanzerwagen camouflage
Allied companies in 2v2 Italian Campaign skirmishes now receive resource stockpiles to balance pacing
When playing as the British in the Campaign, fixed US units called in via Company Abilities missing Veterancy Abilities. This includes Paratroopers, Bazooka Teams, and Riflemen.
Enemy company at Campagna reduced from Veterancy 3 to 0 for early game balance
Newly produced companies no longer get stuck in ships
A.I. turn correctly ends after capturing player towns
Forward Repair Depot Engineers no longer follow vehicles out of repair range
A.I. units no longer idle when pinned during move commands
2v2 Italy skirmish A.I. now benefits from Company veterancy starting bonuses
Fixed 6-pounder AT gun availability on A Bridge Too Far mission
Corrected continue button behavior after The Battle of El Alamein
Fixed British Forces 6 Pound and 17 Pound recoil animations, VFX properly synced to muzzle
Shortened grenade and flamethrower breach animations to 3 seconds
Fixed autobuild engineers running at incorrect speed; standardized to match normal engineers
Fixed Afrikakorps Flak Halftrack wheels not rotating
Fixed animation issues related to multiple weapons and reload states
Improved zoom smoothness
Mouse wheel now fully bindable as a hotkey
Loading screens for Quick Match, Skirmish, Custom Games and Campaign Skirmishes have been updated to now include maps and units released after the 1.4.0 update, adding to the variety of backgrounds players will see
Tactical map now properly scales recon ability ranges
Status decorators for multiple abilities corrected
Minimap unknown enemy icon updated for better readability
Battlegroup Tech Tree visuals now match HUD icons and style
Posted by Hannah_RE on 23/Jun/2025

The Opal Scorpion (2.1.0) update will be available for download on Wednesday, June 25th, 2025. This update includes 5 new maps, multiplayer balance changes, new cosmetics, and more! For full details, you can check out the patch notes tomorrow morning.
You can get all the details in our Opal Scorpion Deep Dive with the team!
The 2.1.0 Opal Scorpion update sees the addition of five new maps to all game modes. Maps selected from community creators have been worked on in tandem with our team to get them ready for the automatch map pool.
Community mapmaker Kpen returns with this competitive 1vs1 map, set in a lush Italian landscape. Players will be fighting in and amongst dense hedgerows and exposed river crossings to secure victory in this beautifully realized battlefield.
The turning point of the war in North Africa, this infamous, yet seemingly insignificant railstop was a must-have addition to Company of Heroes 3. Players will be hard-pressed to secure all the territory they desire and will need to work together to carve out resources that suit their playstyle. Wide, open desert flank the central rail compound and what cover is available will not last for long.
Community mapmaker TheSphinx also makes their return with this wonderful rendition of Company of Heroes 1’s Lorraine - a 2v2 favorite. Their eye for detail has left no stone unturned in this painstaking recreation of a bombed rural town.
Players will take command of the battle of Wadi Akarit, a single roadway bisecting the salt flats and outcroppings of the West, and the beaches to the East. While direct conflict is to be expected among the flat, desolate shrub of the map’s center, there is too much value to be had in capturing the fortified beaches and highlands to either side. Neglecting either of these battlefields will open your entire team to dangerous cut-offs and flanking maneuvers.
We are also very proud to announce the debut of Community mapmaker DutchToast and their rendition of the Company of Heroes classic Red Ball Express. An exceptional amount of work has been poured into this map (4v4 is no joke) and its name should be familiar to Company of Heroes 1 and 2 fans alike. Players should expect the same grinding advances down forested lanes and daring spearheads through enemy defenses.
With this update we are introducing 4 new Legendary cosmetic sets – one for each faction. These sets will be available for either Merit or War Bonds.
Though synonymous with the Pacific Front, the Island hopping and beach assaults of the Italian mainland felt all too fitting a place to represent the US Marine Corps in all their frog-skin splendor.

This worn and weather-beaten scheme represents the Wehrmacht towards their bitter end. We designed the War Torn pack to represent vehicles, soldiers and matériel in a state of desperate disrepair.

This lesser known but striking scheme was a must-have addition to our British army in Africa. Tinted to mimic the light of dawn or dusk against the sand, this scheme was intended to protect convoys of vehicles on their way to strike targets from deep in the desert.

The Afrikakorps employed exceptional ambush tactics within their desert realm, personified by the Desert Cats pack. Use natural sepia and artificial shadows to obscure your forces as they maneuver to ambush their foe.

Previously, the Nightfighter cosmetic packs were exclusive to players with a Prime Gaming subscription. After the Opal Scorpion update, they will now be coming to the in-game store. These sets will roll out gradually over the coming weeks and months, meaning all players will finally be able to collect them all. These packs will be available for either Merit or War Bonds.
This update also includes several gameplay and quality of life improvements.
Breach – this system has had a complete overhaul to make it more reliable and consistent. Among other things, Breach can now be cancelled at any stage prior to the ability causing damage. Breach has been significantly sped up, and units that are Breaching will teleport into the building if the enemy exits, rather than attempting to walk in through the doors/complete the Breach animation.
Towing – Towing will be faster and more responsive.
Instant-Reload Abilities – We have made several improvements to non-lethal weapons to bypass a weapon’s reload time. These changes are meant to make it easier to deploy smoke screens during combat when units have already fired a shot and are in their reload cycle.
Auto-Reinforce – will no longer cancel when moving out of reinforce range.
Improved Capture Behavior – When units are given a direct move to a capture point and not on a capture point, squad entities will move to the center of the point, favoring the side they come from. Squads will no longer move closer to capture points if they are already within a capture point, allowing players to leverage desirable cover within a point, order a capture command on the point and retain the cover position.
Wrecks Persist More – Wrecks could too easily be destroyed by vehicles crushing them. This meant killing the lead vehicle of a tank assault did little to slow them down. Additionally, wrecks that players wanted to salvage could accidentally be destroyed by most mid-to-late game units. We have made a change to most wreck types where they require a higher unit weight class to be crushed, except for heavy vehicle wrecks which can never be crushed.
The game is now also localized in Ukrainian and Russian.
You can find the full list of balance changes in tomorrow’s patch notes, but here’s a quick overview.
Grenade Improvements – Basic Grenades will do more damage with direct hits and will feel more impactful
Improved Stealth – The stealth features of Battlefield Espionage have been reworked to be less oppressive. Changes have been made to the stealth auras provided by the Funkwagon and the Intel Radio Beacons so that they now provide standard camouflage to units that are in cover, with a short grace period when leaving it. Units will now require more thoughtful placement on the battlefield to gain their camouflage.
Artillery – emplacement artillery has been made more durable to better counter mobile artillery. Additionally, units like the Walking Stuka have been changed to better reflect their impact across game modes.
Minesweeping – It was difficult for minesweeper units to gain veterancy due to their limited combat potential after being locked out of their weapon upgrades. Minesweeping now provides experience to the sweeping unit to reward them for support tasks.
Unit Distinction and Veterancy – several units have received new abilities or had their Veterancy bonuses adjusted as part of our ongoing Unit Distinction work
The Opal Scorpion (2.1.0) update is out on Steam on Wednesday, June 25th, 2025, at 10am PDT! Join our official Discord to discuss the update and find others to play with.
Posted by Hannah_RE on 04/Jun/2025
Summer is just around the corner, and with it comes the 2.1.0 Opal Scorpion Update!
Posted by Hannah_RE on 29/Apr/2025
Posted by Hannah_RE on 25/Apr/2025
[UPDATE - Wednesday, May 7th, 2025]: Yesterday we deployed some changes to our servers to help with the connectivity issues that some players in Eastern Europe have reported. While we hope that this alleviates the problem, we have future updates planned to further mitigate the issue. We look forward to your feedback to confirm how these changes impact your experience.
[ORIGINAL POST]
The team at Relic is investigating an issue where certain players in Eastern Europe are experiencing connection issues with Company of Heroes 3.
Currently we believe this is not an internal issue with our game or servers – meaning we are not purposefully blocking players based on their region. We believe we have identified the root cause of the problem; however, we need some additional time to investigate this matter.
Even though we think this is an external issue, we are still looking at potential solutions or work arounds to get affected players playing the game as soon as possible. We have been told that a VPN may alleviate the issue for some players, but we are still looking for a proper fix.
To help us with our investigation, please submit a new request to our Help Portal if you are experiencing these connection issues. Be sure to include the error message you are receiving from the game and please include your warnings.txt file. You can find it here: C:\Users\YOURNAME\Documents\My Games\Company of Heroes 3
Be sure to replace the "YOURNAME" section with your PC username.
Thank you for your patience as we work to resolve this issue. We hope to have an update for everyone as soon as possible.
- The Company of Heroes Team
***************************
[ОБНОВЛЕНИЕ — среда, 7 мая 2025 г.]: Вчера мы внедрили некоторые изменения на наших серверах, чтобы улучшить подключение для игроков из Восточной Европы, которые сообщали о проблемах с соединением. Мы надеемся, что это поможет снизить количество подобных проблем, но в будущем также планируются дополнительные обновления для дальнейшего улучшения ситуации. Нам важно ваше мнение — расскажите, как эти изменения повлияли на ваш игровой опыт.
[ОРИГИНАЛЬНОЕ СООБЩЕНИЕ]
Команда Relic расследует проблему, из-за которой некоторые игроки в Восточной Европе сталкиваются с неполадками подключения в игре Company of Heroes 3.
В настоящее время мы считаем, что проблема не связана с внутренними компонентами нашей игры или серверов — это означает, что мы не блокируем игроков по региональному признаку. Мы полагаем, что смогли выявить корень проблемы, однако нам требуется дополнительное время для проведения расследования.
Несмотря на то что, по нашему мнению, проблема внешняя, мы продолжаем искать возможные решения или временные обходные пути, чтобы как можно скорее вернуть пострадавших игроков в игру. Нам сообщили, что использование VPN может помочь некоторым игрокам, однако мы по-прежнему ищем полноценное решение.
Чтобы помочь нам с расследованием, пожалуйста, отправьте новый запрос в наш Центр поддержки, если вы сталкиваетесь с такими проблемами подключения. Обязательно укажите сообщение об ошибке, которое вы получаете в игре, и приложите файл warnings.txt. Вы можете найти его по следующему пути:
C:\Users\ВАШЕИМЯПОЛЬЗОВАТЕЛЯ\Documents\My Games\Company of Heroes 3
Не забудьте заменить "ВАШЕИМЯПОЛЬЗОВАТЕЛЯ" на имя вашей учетной записи на ПК.
Благодарим за ваше терпение, пока мы работаем над решением этой проблемы. Мы надеемся предоставить обновление как можно скорее.
— Команда Company of HeroesPosted by Hannah_RE on 08/Apr/2025
💥We've just received some new intel!💥The Company of Heroes 3 PC 2.0.5 Tuning Update will be landing April 29 - more details coming soon!Posted by John_RE on 27/Mar/2025

Source: Official Relic Steam News for COH3
You can find all the articles on Steam news