Publicado por Hannah_RE en 27/May/2026

Today’s Hot Fix addresses several gameplay issues. Thank you to everyone who has submitted feedback; you can continue reporting any additional issues by visiting the Relic Help Portal and submitting a new request.
Fixed an issue where the Flakvierling Halftrack was able to suppress units while moving
Fixed an issue where the Battlefield Espionage Battlegroup applied additional offensive bonuses to certain units that were camouflaged
Fixed an issue where the 251/16 Flammpanzerwagen got the 251 Medium Carrier's veterancy bonuses for planting Riegel mines at Veterancy 3
A.I. will no longer use the Skirmisher Package Rifle Grenades without the Skirmisher Package
Fixed an issue where the Sturmtiger was failing to destroy abandoned team weapons and emplacements at the point of impact as intended
Fixed an issue where Tungsten Rounds caused the Panzer III N's short 75mm to fire a direct-fire projectile
Fixed issue where Elite Forces - Crack Armor weapon swap can cause loss of tungsten core weapon on that vehicle
We are partially fixing a bug with the SSB Commandos that saw them get more bonuses than intended from camouflage, however, we are keeping their ambush bonuses higher than other ambush troops due to their low durability, high opportunity cost to make them strong, and the Battlegroup lacks a traditional strong late game.
Fixed an issue where the SSB Commandos would get a speed boost when attacking from camouflage at Veterancy 3
Fixed an issue where the unit got two First-Strike bonus modifiers
SSB Commando camouflage First-Strike modifiers increased from 25% damage and 40% accuracy to 40% damage and 75% accuracy (could previously reach +56.3% damage and +96% accuracy)
The team at Relic is constantly reviewing issues reported by the community and adjusting priorities to address the most frequently occurring issues. Thank you for all your submissions to help.relic.com. To see a comprehensive list of the issues we are currently tracking, please refer to the 2.4.0 Update Patch Notes.
Publicado por Hannah_RE en 21/May/2026

Today’s Hot Fix addresses several issues related to Gameplay/A.I., UI/UX, and stability. Thank you to everyone who has submitted feedback; you can continue reporting any additional issues by visiting the Relic Help Portal and submitting a new request.
Performing weapon conversions/upgrades no longer rewards extra veterancy if the unit was under the influence of an experience modifier
A.I will no longer target structures or points with damaging abilities, such as capture points
Free French Battlegroup
Fixed an issue where Old Guard caused units to take more damage on retreat rather than less
Fixed a case where the Sturmtiger was dealing more damage than intended to non-squad entities like buildings
Fixed an issue with the British Forces Canadian Shock - Offensive Resupply not generating its pulse aura
Special Service Battlegroup
Lewes Bombs will no longer stick to friendly vehicles should they intercept the ability’s trajectory
Desert Raider tooltip now correctly shows that it is a passive ability, instead of Offensive/Timed Ability
Fixed a case where Combined Arms attack speed bonus on team weapons was overriding other bonus sources, such as from veterancy
Fixed an issue where the Espionage Battlegroup allowed both Disruption Operation and Transfer Depots to be simultaneously picked instead of the options being exclusive
Elite Forces Battlegroup
Fixed an issue where the Stuka Ace could keep firing its autocannons, even on death
Ace Squadron
The area of effect on the Ace Squadron was set incorrectly too high, causing the ability to deal massive overlapping damage to units in the middle of their target zone, and overall being too difficult to avoid
Autocannon area of effect radius reduced from 6 to 4
Skirmisher Package
Between the powerful grenade and high base performance, the early power this grants is far too efficient. This is enabling players to go for massive concentrations of Panzergrenadiers too easily, so we're immediately toning this down.
Upgrade cost increased from 60 to 75
Skirmisher Package for Panzergrenadiers no longer allows additional weapons to be picked up and the upgrade cannot be purchased or will cancel if weapons are already in the squad's inventory.
Panzergrenadier squads with the Skirmisher Package should now reinforce at the same rate as standard Panzergrenadiers when reinforcing outside the base
Fixed the 251 Flamethrower Halftrack visual effect shooting at a downward angle
Players who do not own Dare & Destroy, should now see it as an option in the Battlegroups menu, informing them that it is available to purchase
Fixed an issue where our Japanese players were crashing when loading into matches with cosmetics
The team at Relic is constantly reviewing issues reported by the community and adjusting priorities to address the most frequently occurring issues. Thank you for all your submissions to help.relic.com. To see a more comprehensive list of the issues we are currently tracking, please refer to the 2.4.0 Update Patch Notes.
Investigating an issue where rarely the SSB Sniper will stay in a prone position while moving, until the unit either stops completely, or holds before it returns to a normal walk state
Publicado por Hannah_RE en 14/May/2026

The 2.4.0 Update will be available for Company of Heroes 3 today at 10am PT and includes 4 all-new Battlegroups as part of the Dare & Destroy DLC, 4 new base army cosmetic sets, multiplayer balance changes, and several bug and gameplay fixes.
Many of the fixes and changes included in today’s update are thanks to your feedback. Please continue to share your feedback or ask the dev team questions here and report any issues to us at help.relic.com.
Employ robust defenses and stalling tactics to subdue enemy assaults and buy time for a breakout.
Form a defensive line with French Rifle Sections, concrete Bastions and Tourelle defenses, while Railway Artillery and the venerable Char B1 Heavy Tank force a rout.
Mobilize siegeworks and specialist units to break enemy fortifications and create an opening for the vanguard to exploit.
Test the enemy line with additional infantry weapons and Flame Halftracks. Once a breach has been detected, crack apart even the most stubborn defensive line with Siege Specialists and the iconic Sturmtiger Heavy Tank.
Deploy elite raiding forces to deny resources and harass the enemy where least expected.
Raiding vehicles, Commandos and Snipers will ambush and whittle enemy units down, before fading away into the dust. Scorched Earth tactics will drain the enemy of their vital resources and punish every undefended hole in their frontline.
Develop an advanced and experienced force of infantry, aircraft and ground vehicles to outpace the enemy.
Lead a core of veteran infantry and vehicles with the Command 8Rad Armored Car, dominate the battlefield with Ace Stuka Squadrons, and deliver the killing blow with the mighty Tiger Ace Heavy Tank.
Take on the monumental task of protecting these priceless works of art with the Combat Curators legendary cosmetic set - inspired by the Monuments Men
Blend in and strike when your enemies least expect it with the Bush Wacker legendary cosmetic set
From the mud of the Italian front to squalls on the riviera your soldiers will be prepared to fight for another Rainy Day in Hell with this legendary cosmetic set
Includes pants
Spot your enemy, load up and hunt them down with the Jagdkatzen legendary cosmetic set
Added a new subtle sound effect when units gain Veterancy
In update 2.4.0, we're aiming to introduce changes to address issues with anti-air, infantry combat, and the late game. Additionally, we've made improvements to snipers, off-map abilities, and heavy machineguns. The US Forces Partisans and Afrikakorps Espionage Battlegroups have also received a host of changes meant to improve their viability.
We’ve heard you on the current systemic issues causing a reliance on massed-infantry (blobbing), and we agree. Players are currently incentivized to mass units together, and there are insufficient counters to respond. We’re working on tackling this incrementally, with a series of wider changes that affect the overall game starting in update 2.5.0. For now, in 2.4.0, we’re aiming to address more isolated issues that can contribute to massing-infantry — such as infantry stutter stepping, delays in cover, and scoped rifles granting moving vision.
Infantry Combat
We have done some clean-up to prevent unintended gameplay outcomes between units in and out of cover. We have also adjusted suppression recovery in light cover to make it easier for heavy machineguns to pin units.
Majority of rifle weapon ready-aim times adjusted to 0.375/0.875 to limit stutter-stepping and reduce the ability for all squad members to fire
Units in cover no longer have an additional firing delay when engaging enemies directly in front of them
Light cover suppression recovery modifier reduced from 2.5 to 1
Burst weapons, like machine guns, will reset their burst after 10 seconds when not in combat to prevent cases where the unit only fires a 1-2 second burst before cycling cooldown/reloads
Snipers
We have adjusted snipers to have some interaction with cover, reducing their fire rate against units in cover, while slightly speeding up rate of fire against units in the open. This allows a player to use cover to reduce how many casualties they take but still allows the sniper to slowly pick away at units in defensive positions.
Changes to cost, survivability, and capture speed were made to help improve their general performance and value.
Manpower reduced from 340 to 320
Ready aim times for snipers now scale with cover, resulting in longer acquisition and firing times:
+50% against units in light cover
+100% against units in heavy/garrison
Ready-aim time sped up from 1.75 to 1.625
Cooldown sped up from 6.75 to 6
Reload sped up from 6.75 to 6
Fog of War reveal duration increased from 3 to 6 after firing to allow for counter sniping
Sniper capture rate increased from 1 to 1.33
Target size reduced from 1.5 to 1.33
Repairs
We have adjusted the repair system to make combat repairs more difficult, requiring a full squad to get the maximum repair rate and units that are in-combat will repair slower.
Repairs now scale with the number of squad members that are alive
Example: An Engineer Squad with 4 members repairs at the maximum rate of 8; if the unit is reduced to 1 squad member, repair speed is reduced to 2
Repairs are 75% slower if the unit was recently involved in combat; ends after 10 seconds of being out of combat.
Directional-based Airstrikes and Off-maps
Direction reticules are now directed from end-to-end, rather than from the center
Does not affect Propaganda Leaflets from the Terror Battlegroup
Airdropped Incendiary Bombs – Breakthrough & Air and Sea Battlegroups
The current incendiary bombs act more like a standard bombing run, inflicting good damage on detonation with the fire damage lasting for a short period of time. To focus these strikes on area denial, we have increased the duration of the fire and adjusted the bomb’s initial explosion damage.
Fire lasts for 30 seconds dealing 10 burn damage every 1.25 seconds to infantry and structures
Bomb damage set to 80
Deals 70% less direct hit damage to infantry
Bomb penetration set to 500
Bomb area of effect penetration set to 35
Airborne and Breakthrough Battlegroups Smoke Bombs
Arrival time sped up from 3 to 1
Bomb drop range increased from 120 to 200
Anti-Air Changes
Mobile anti-air units are having their AA range increased, allowing them to lockdown a larger area.
Fixed an issue where planes would still drop their payload on death if they made it to the target zone while crashing
Anti-Air Stance range bonus increased from x3 to 3.25
Toggle off recharge from 30 to 15
+75% traverse speed when active
Entering AA mode now also issues a stop command to prevent weapon rotation
Off-Map Artillery, Mines, and Airstrikes
Certain strikes could be too powerful against slower, larger vehicles and rear armor hits from high damaging weapon could be devastating with little counterplay as no unit had to be risked to get behind these vehicles.
Mines have also had this change applied to them as they always penetrate enemy vehicles and do not care about directional facing.
No longer able to gain bonus damage against vehicles when hitting rear armor
Recon Loiters
Planes no longer provide additional vision around themselves. Vision is only provided within the ability radius
Heavy Machineguns
The role of the Heavy Machinegun (HMG) is to quickly suppress enemies that enter their arc. However, certain HMGs failed to achieve this goal.
To improve their performance, the base suppression values are being raised, while their time to pin remains lower than that of the HMG 42 and 50cal.
MG 34 suppression increased from 0.01 to 0.011
M1919 HMG suppression increased from 0.0144 to 0.015
Vickers HMG suppression increased from 0.0144 to 0.0175
Vickers, MG 34, and M1919 HMG suppression damage against suppressed targets reduced from 0.5 to 0.4
Marder III M, 75mm Halftrack, and Archer Tank Destroyer
The following changes improve visual clarity of when these ability trigger and makes it easier for the bonus to be gained when these units are set-up ahead of time, prior to an enemy advance.
First Strike/Stabilized shot set-up time lowered from 6 to 3
First Strike/Stabilized shot now displays a status decorator when counting down
Flamethrowers
We are reducing Flamethrower DPS when they are firing on the move to reduce how powerful flamethrowers are when charging and chasing enemy units. They will still automatically hit enemies in the AOE but deliver less DPS compared to if the unit was stationary.
The damage bonus against emplacements is to make their effectiveness equal against all defensive emplacement types, not just being strong against bunkers.
Handheld flamethrower moving burst reduced from 1 to 0.5
Vehicle flamethrowers - moving burst reduced from 1 to 0.75
Deals +150% extra damage against non-bunker emplacements
Scoped Rifle Packaged - Jager, Australian, and Infantry Section
The role of this change is to make it harder to spot the defender with mobile squads, forcing them to expend flares to spot enemies prior to an attack.
+7 vision is only granted when the unit is stationary for 3 seconds
White Phosphorous and White Phosphorous Barrages
Scott and Pack Howitzer munition cost increased from 25 to 30
Damage over time no longer stacks
Infantry/Mortar/Off-Map Flares - Does not affect SLD Flares
Flare vision radius reduced from 45 to 40
Infantry squad launched flare range increased from 40 to 45
Resource Caches
Deployment changed from double-click to click-drag
Detection
Royal Engineers and US Engineers now detect nearby stealth units when equipped with the Utility Package
Unit Paradrops
Recharge time standardized to 60 across the board - Paratroopers, Anti-Tank Gun, Fallschirmjager
Air Support Center
We have implemented a small cooldown between airstrikes. The goal is to reduce the number of off maps being dropped at once which could overload the opponent. We have also added an initial cooldown to limit how early air strikes can be requisitioned.
All attack runs start on a 60 second cooldown when the structure is complete
When an Air Support Center ability is deployed, all ASC abilities are placed on an immediate 10 second recharge time. Does not apply if the ability is already recharging and would take longer than 10 seconds to recharge
Riflemen Squad
Riflemen and Panzergrenadier Veterancy 1 damage increase abilities are gaining a small munitions cost. This will make spamming these abilities over the course of a long game have an impact on the player’s munition economy.
Pour it On 'Em now has a 15 munition cost
Recharge time reduced from 180 to 120
M4(105) Sherman Bulldozer
We are increasing the minimum damage the Dozer and Brummbar does to infantry, allowing them to deal more health damage on non-direct hits.
Area of effect far damage increased from 0.15 to 0.25
M8 Scott SPG
Experience requirements lowered from 1800/5400/10800 to 1500/4500/9000
Veterancy 1 bonus changed to 10% ability recharge
Veterancy 2 ability recharge reduced from 35% to 25%
M4A3E8 Sherman Easy Eight
Grants and E8s are having their main gun anti-infantry performance reduced to be in-line with other medium tank guns. This change is to allow anti-tank guns and infantry AT to better counter these vehicles and encourage the usage of dedicated anti-infantry tanks.
Area of effect damage reduced from 0.83/0.35/0.2 to 0.84/0.25/0.15
Scatter angle increased from 7 to 10
Distance scatter max increased from 4 to 6
Distance scatter offset from 0.33 to 0.25
Ranger Squad
We have made a few adjustments to allow Rangers to synergize with other builds and have less bleed on a player’s economy. However, we are toning back Cover to Cover significantly, removing the speed component that allowed the unit to quickly close with enemy, especially in late game scenarios where light cover was prevalent.
Reinforce cost reduced from 50 to 45
Cover to Cover no longer provides a speed bonus when leaving cover
Cover to Cover recharge sped up from 7 to 3 seconds
Can only be converted in the HQ sector
Is now trained from the HQ rather than the Barracks
Artillery Beacon
This change slightly increases the time it takes for the first shell to land.
Drop height increased from 350 to 450
Resistance Fighter Squad
We are giving Partisans a slight boost to their survivability and upgrade costs to encourage the anti-infantry variants of the unit. The AT rifles had their anti-infantry damage further reduced as when combined with Disruption Fire, it allowed the unit to contest other infantry units too easily.
GRB cost reduced from 90 munitions to 80
SMG cost reduced from 50 munitions to 40
Health increased from 85 to 90
AT Rifles penalty against infantry increased from 25% to 60%
Saboteur Squad
The Saboteur Squad will now stay on the field longer, allowing more time and opportunity for the unit to be used for trap-laying, scouting, and the occasional anti-vehicle ambush.
Saboteur timed active duration increased from 80 to 120 seconds
Ability recharge reduced from 120 to 60
Call-in ability only begins recharging once the Saboteur Squad is off the field or destroyed
Underground Detonation
Spark travel speed increased from 10 to 12.5 seconds
Tunnel Medical Caches
Being an end-tier ability that competes with the Battlegroup’s primary damage dealing ability and does not have casualty recovery, this ability has been changed to provide the strongest healing rate in the game.
Healing rate increased from 3.2 to 4.8
False Orders
Radius increased from 30 to 35
Fixed an issue with False Orders debuff aura lasting only 45 of the 60 seconds
Updated reticule to display team color
Tunnels
Tunnel Infiltration cooldown sped up from 25 to 20
Infantry Tunnel build time sped up from 10 to 7 seconds
Can be cancelled for the infantry buildable variant
Pak 40 and LG 40 Ambush Camouflage
Ambush Camouflage no longer has a delay before being able to de-activate
Ambush Camouflage now triggers for all units in the selection group when the ability is toggled
HMG 42 Team
This change is meant to allow the MG 42 to better deter vehicles and combo with other units such as Grenadiers, vehicles or anti-tank guns.
White Phosphorous Rounds slow vehicles by 25% for 2 seconds on hit or deflection
White Phosphorous Rounds duration lowered from 60 to 45
Grenadier Squad
The Breakthrough Package for Grenadiers has very weak scaling, relying on the standard Grenadier veterancy for a hybrid assault unit. We have made a significant change, giving Grenadiers upgraded with the Breakthrough Package different veterancy bonuses focused on direct combat and survivability while still providing some utility support through the Panzerfaust.
Breakthrough Package
Veterancy 1: 10% harder to hit
Veterancy 2: 20% accuracy, 25% harder to hit
Veterancy 3: 20 health, 20% damage, +5 Panzerfaust range
Panzergrenadier Squad
Riflemen and Panzergrenadier Veterancy 1 damage increase abilities are gaining a small munitions cost to make spamming these abilities over the course of a long game have an impact on the player’s munition economy.
Automatic Fire now costs 15 munitions
Automatic Fire recharge time reduced from 180 to 120
Jager Squad
Jagers became very difficult to deal with as the game progressed, gaining substantial survivability bonuses on a long-range squad that did not need to close the distance and could scout positions with flares.
We are toning back some of the unit’s survivability, making the bonus lower, and arrive at Veterancy level 2, requiring Jagers to remain in cover to be most effective. The Reconnaissance Package’s cost has also been increased to reflect the buffs it has gained over several patches regarding its damage output.
Reconnaissance Package munitions cost increased from 50 to 65
Veterancy 1 harder to hit moved to Veterancy 2
Veterancy 2 rate of fire bonus moved to Veterancy 1
Veterancy 2 received accuracy reduced from 20% to 15%
Flak 30 Anti-aircraft Gun Team
Recent changes such as the removal of light cover on the crew have made the Flak 30 too vulnerable to both direct and indirect attacks that need to be positioned and set-up to function. We are improving the AA gun’s survivability and lowering the cost to enable suppression.
Health increased from 90 to 105
Suppressing Fire munition cost reduced from 25 to 15
Flakpanzer IV Wirbelwind
Veterancy 1 acceleration bonus changed to +20% rotation rate
Veterancy 3 rotation rate changed to +80 health
Marder III M Tank Destroyer
We are allowing the Marder to quickly toggle out of Sight Main Gun to help its survivability, but the player will now need to wait a moment for the bonuses to apply to prevent the unit from getting a shot in the moment the ability is trigged.
Speed has also been slightly increased to help the unit traverse the battlefield.
Speed increased from 4.6 to 4.8
Sight Main Gun can be toggled off immediately but has a 3.5 second delay before combat bonuses activate
Sight Main Gun now triggers for all units that are selected if none of the units are on cooldown
Sight Main Gun uses overall attack speed bonuses
StuG III G Assault Gun
Veterancy 3 +15% rotation rate changed to +20% weapon penetration
Panzer IV Command Tanks
Veterancy 1 bonus changed from 25% acceleration/deceleration to 25% rotation rate
Veterancy 2 35% ability recharge speed changed to +20% accuracy
Now uses overall attack speed for its veterancy 2 reload bonus
Panzer IV Medium Tank – Wehrmacht only
Following the route of Wehrmacht’s advanced infantry, we are giving veteran Panzer IVs slightly increased performance to compensate for the unit’s lack of end game offensive upgrades.
Veterancy 1 and 2 accuracy and penetration bonuses increased from 20% to 25%
Stosstruppen Squad
Stosstruppen are being adjusted, weakening their Veterancy 1 ability in exchange for having improved veterancy stats as the unit levels up. Their Veterancy 1 bonus has also been adjusted to focus on damage rather than survivability.
Fixed an issue where Veterancy 2 did not provide the correct 20%
Veterancy 1 harder to hit moved to Veterancy 2
Veterancy 2 rate of fire bonus moved to Veterancy 1
Veterancy 3 Accuracy bonus increased from 20% to 25%
Range of all grenades increased from 20 to 25
Shock Assault now increases moving accuracy by 30%, provides suppression immunity, and breaks suppression for 20 seconds. Combat bonuses removed.
Sturmpanzer IV Brummbar
We are increasing the minimum damage the Dozer and Brummbar does to infantry, allowing them to deal more health damage on non-direct hits.
Area of effect far damage increased from 0.15 to 0.2
LG 40 Anti-tank Gun
Accuracy increased from 0.075/0.045/0.04 to 0.075/0.05/0.04625
Penetration reduced from 160/120/80 to 160/100/70
HE damage distance reduced from 0.5/1.25/2 to 0.25/0.75/2
Panther Heavy Tank
The following change is meant to allow the Panther to be easier to access as in late game scenarios where manpower is a greater limiting factor than fuel.
Cost changed from 550 manpower and 100 fuel to 450 manpower and 125 fuel
Pantherturm
Weapon can now be given facing orders
Can now gain veterancy
Veterancy 1: +120 health
Veterancy 2: + 25% rate of fire and accuracy
Veterancy 3: +20% damage reduction +20% damage
Infantry Section
The following changes are meant to reduce how powerful the Recce Package. Other units will now need to be mixed in to provide vision, and the unit cannot immediately push team weapons with the artillery barrage before the opponent can react.
Recce Package no longer provides detection bonuses
Forward Observer Artillery Barrage must now be thrown at the target position, and artillery only begins to fire once the flare has landed; affects Gurkhas as well
Humber Armored Car
Mark Area ability range increased from 45 to 50
M3 Stuart Light Tank
The following change is to slightly increase the Stuart’s reliability against infantry and improve the unit’s veterancy scaling.
Angle scatter reduced from 5.5 to 5
Distance scatter max reduced from 3.5 to 3
Veterancy 1 acceleration changed for +20% rotation rate
Veterancy 2 rotation rate bonus changed to +15% accuracy
Veterancy 3 accuracy bonus changed to +20% speed
M3 Grant Medium Tank
Grants and E8s are having their main gun anti-infantry performance reduced to be in-line with other medium tank guns. This change is to allow anti-tank guns and infantry AT to better counter these vehicles and encourage the usage of dedicated anti-infantry tanks.
The Grant is also having its base fuel cost increases to make additional tanks harder to field.
75mm area of effect adjusted from 0.75/0.3/0.15 to 0.8/0.25/0.15
75mm area of effect distances adjusted from 1/2/3 to 0.25/0.75/4.5
Scatter angle increased from 7.5 to 10
Distance scatter max increased from 5 to 6
Distance scatter ratio increased from 0.5 to 1
Fuel cost increased from 90 to 100
Unlock cost reduced from 50 to 40 fuel
Matilda Heavy Tank
Health increased from 900 to 960
17-pounder Anti-tank Gun
The 17-pounder is having its base cost reduced as the first gun is already expensive to field, requiring side-tech access.
Manpower cost from 400 to 360
Fuel cost reduced from 60 to 50
Centaur IV Medium Tank
The Centaur is having its area of effect distance increased to increase the chances of killing infantry models, rather than wounding them if the shell does not directly hit them.
Area of effect distance increased from 0.25/0.35/1.5 to 0.5/0.75/1.5
Polish Lancer Section
Damage bonus reduced from 20% to 15%
Attacking Spirit
Attacking Spirit has been adjusted, so the combat healing of the ability only happens on the trigger of the pulse, and the additional healing provided can now be interrupted by combat.
This should increase counterplay, allowing the opponent to keep units with Attacking Spirit in-combat or off capture points to prevent healing during combat.
Immediately heals 15 health on decapture when infantry enter the pulse
Heals 75 health over 45 seconds afterwards; healing is paused when in combat, but ability duration continues to tick down even when healing is paused.
Retains 2 CP cost
Logistical Supremacy Changes
Artillery Tripwire Flares and Reinforced Resource Caches moved up to the 1st tier of Logistical Supremacy
CMP 15cwt Supply Run moved to the 2nd tier of Logistical Supremacy

Australian Light Infantry
Australians can now repair buildings to better synergize with the defenses they can build and will be easier to gain veterancy with, matching other standard infantry squads. Moving accuracy on the Scoped Lee Enfield has been lowered, however, to make them less effective on the move.
Can now repair structures at a speed of 8 health per second
Experience requirements lowered from 1000/3000/6000 to 900/2700/5400
Scoped Rifle moving accuracy reduced from 75% to 50%
Artillery Tripwire Flares
Fixed an issue with flare duration not extending to the intended 15 seconds
Carro, L6/40, Flakvierling Halftrack, DAK 8 rad
DAK combat light vehicles are receiving a change that allows them to gain health when they gain veterancy, allowing them additional survivability when used properly, but still vulnerable when they first arrive on the field or are rebuilt.
We want DAK to still be able to play heavy on light vehicles compared to the other factions, rather than the best option generally being massed infantry.
Veterancy 1 acceleration bonuses replaced with +40 health
Panzerpioneer Squad
Capture speed increased from 1 to 1.15
250 Mortar Halftrack
Now fires 6 incendiary shells during a barrage that scatter, dealing 30 damage on impact before causing burning damage over 10 seconds for each shell
250 Light Carrier and 250/9 Halftrack
The following change is to increase utility and survivability of the 250 as it levels up. The autocannon’s cost has also been slightly lowered to bring back some of DAK’s capability to play more heavy on light vehicles than other factions.
Veterancy 1 acceleration bonus replaced with +25% ability recharge
Veterancy 2 ability recharge replaced with +40 health
Kwk 38 Autocannon Conversion fuel cost lowered from 20 to 15
Flak 36 Anti-tank Gun Team
We are giving back range to the 88, allowing it more room to zone out enemy armor as it is one of the core end-game anti-tank units for the faction.
Range increased from 70 to 75
Now auto deploys when dropped off by the truck
Cannot be given a facing order when in AA mode
Bersaglieri Squad
The Bersaglieri squad is being adjusted to scale with other standard infantry and have slightly more offensive potential when leveling up.
Veterancy requirements from 1025/3075/6150 to 900/2700/5400
Veterancy 2 rate of fire bonus reduced from +20% to +15%
Now uses overall attack speed for rate of fire veterancy bonuses
Semovente da 75/18 Assault Gun
Now uses overall attack speed for veterancy rate of fire bonuses
Disruption Tree Changes
The right-side of the tree has been slightly adjusted, allowing a choice between an economic/efficiency upgrade against off-map abilities.
Plunder and Disruption positions exchanged in the Battlegroup tree

250/3 Funkpanzerwagen
To simplify some of the functions of the Funkpanzerwagen, we are causing its camouflage aura to always be active as that is one of the main roles.
When a target position is selected to deploy the Goliath, the Funkpanzerwagen will spawn the Goliath at its current position and then the Goliath will drive off too the position.
Camouflage aura is always active
Results in speed reduced from 7.2 to 6.1
Sector Subterfuge Beacon
The following addition to the Subterfuge Beacon is to allow these to be planted in the backline for defensive purposes, when not placed in enemy territory.
When in a friendly sector, the territory point becomes 50% harder to capture when a Siphon Beacon is in that zone
Transfer Depot
The Transfer Depot’s power could greatly change depending on map layout. The abilities are also difficult to manage as the player needs to select the structure without any indication of its current cooldown.
To adjust the structure’s power to be consistent across all game modes and make it easier to keep track of cooldown on Transfer abilities, the following changes have been made:
Two Transfer abilities now appear on the global command bar: Fuel or Munitions
One set conversion rate: 40 fuel for 200 manpower or 80 munitions for 200 manpower
Triggering either one places both abilities on cooldown
Transfer abilities are greyed out until a Transfer Depot is placed on the appropriate point type
Command Point cost increased from 1 to 2
Plunder
Plunder’s position being shifted to the final tier allows us to grant it more power by providing resources on return.
Plunder also salvages the wreck for resources. Still cannot be used if the unit is at maximum weapon slots
Firestorm
Firestorm has been reworked to be a more traditional area-of-denial off-map, incorporating the change made to incendiary bombing runs. The previous iteration overlapped too much with Disruption that was also an area debuff.
Now deals light damage on shell detonation
Fire lasts for 30 seconds dealing 10 burn damage every 1.25 seconds to infantry and structures
No longer debuffs enemies in the flames
Munition cost increased from 100 to 120
Engineer Units
Fixed engineers using incorrect tools when repairing emplacements or structures
Fixed engineers getting stuck in incorrect construction/repair animations
Fixed engineers using welding animation instead of sandbag repair animation
Mortar Teams
Fixed High-Explosive Barrage ability swap causing T-posing when decrewed
Improved leIG 75mm gun aiming visuals/gun height across distances
Grenadiers
Fixed Merge ability going on cooldown when targeting full squads
Fixed Medkit ability canceling when merging into another squad
Sturmpioneers
Fixed Grenade Assault ability causing reinforced soldiers to retain grenade weapons after the ability ends
US Forces Infantry
Fixed Breach ability canceling if the breaching soldier is killed mid-animation
Italian Partisans
Fixed Saboteur timed squad ability not forcing retreat when duration expired
Fixed Partisan Garrison bonus not applying from Partisan Headquarters
Salvage
UI resources kickers for salvage have been corrected to the appropriate amount when salvage is complete.
Fixed vehicles driving over electric poles causing erratic behavior
Flakvierling Halftrack
Fixed Smoke Canisters ability failing to deploy while in Anti-Aircraft Mode
Sherman Whizbang
Fixed Jettison Launcher ability allowing the main gun to fire during the jettison process
Fixed incorrect aim timing on the following units that caused them to have long delays before they fired their first shot when barraging:
M2A1 105mm Howitzer
Cannone da 105/28
BL 5.5 Artillery
GrB 39 Grenade Launcher
Maximum height angle now caps out at 45 degrees
Basic weapons no longer take priority over the GrB when firing from garrisons/vehicle holds.
Fixed engine damage logic not applying for:
M6 Mines
Teller Mines
Heavy Anti-Tank Mines
Engine damage and heavy engine damage:
Now properly applies and persists as intended
Captain Retinue – Flanking Maneuver
Bonuses no longer stack from multiple different Captains
Reapplying the buff now refreshes duration instead
M8 Greyhound
Raider ability properly continues to decapture if the unit leaves and then re-enters the capture circle
M8 Scott
Fixed Veterancy recharge bonus increased cooldowns instead of reducing them
Mortar Pit
Fixed incorrect Veterancy 2 range tooltip
M1 Anti-Tank Gun
Fixed incorrect Armor-Piercing Rounds tooltip penetration percentage
Survival Training
No longer stacks on infantry units when they are converted to Pathfinders, Artillery Observers, and Rangers
M5 3-inch Anti-tank Gun
M5 Anti-Tank Gun Barrage now deals the correct friendly fire damage to owned units
LG40 Anti-Tank Gun
Updated High-Explosive Shell ability tooltip to state 33% rather than 5%
Australian Defense – Supply Run
Fixed inconsistent resource scaling based on distance
CMP 15cwt Anti-Air Truck
Fixed unintended movement interaction with:
Handbrake Toggle
Anti-Air Mode
Pillage
Fixed Pillage applying from kills obtained by vehicles
Emergency Repair Kits
Now correctly applies to the 2.5 Tonne Utility Truck
Vehicle Aura Bonuses
The following bonuses now properly apply from all vehicle types (including light vehicles, recovery trucks, and utility trucks):
Combined Arms
Secure Flanks
Force Recon
A.I. can now:
Use self-targeting abilities correctly during combat
Build structures facing the correct direction
Use proper build orders again (restored variety) for German and American factions
Avoid using ineffective grenades vs vehicles
Improved ability usage frequency (e.g., gun swapping)
Fixed A.I. not recruiting certain units (e.g., Panzergrenadiers, and Engineers)
All 2.3 maps have been reduced back to standard weighting, meaning all maps in Quick Match have the same chance to be selected
(2) Blinder Alley
Restored missing vista and improved out-of-bounds visuals
(2) Egletons
Minor territory adjustments
(4) Pisa Centrale
Fixed vehicle interaction with wired poles causing physics bugs
Corrected floating fire VFX
Improved the damage and death states of passenger train cars, so they act more like weak buildings
Adjusted several buildings to be garrisonable. These appeared healthy, but were not garrisonable
Cranes have been adjusted to have increased health and to no longer block sight
Placeholder assets have been removed from underneath the train station platforms. These assets were visible is artillery caused craters deep enough
Floating flags removed
Train track assets have been adjusted to reduce the chance of “z-fighting” which caused flickering textures
Adjusted central courtyard so that nearby buildings can cover the area equally
(4) Santuario
Wooden crates removed from the back of a flatbed truck, which caused the truck to appear to have light cover instead of heavy
(6) Sangro River Crossing
Increased space for HQ building placement
(6) Sedjenane Marshes
Removed duplicate buildings which were overlapped. This enabled opposing squads to seemingly occupy the same building
Fixed wooden planks, which could instantly kill vehicles or infantry if they collapse with units on top of them
(8) Castello Della Nebbia
Replaced a pair of trucks that were not interactive assets with versions which can be crushed and used as cover
Adjusted strategic point locations to be less aggressive. These were found to be too close to each other and it proved too easy to control both at once
Filled small holes in impass (under large rock formations), that some auto-contructed buildings could be dropped within
(8) Sousse Stronghold
Updated lighting for improved visibility.
Reduced the impass of metal rail signals from Heavy Crush to Medium Crush, to better align them with other street poles
Adjusted the sight blocking on shipping containers
Adjusted the sight blocking of tall barrel stacks
Improved display of large currency values for Merit and Warbonds
Improved Warbond purchase cancellation flow
Fixed incorrect cursor usage for grenade attacks
Rebalanced Veterancy sound effects to prevent overlap with unit speech
Fixed airplane voice lines being cut off after strafing runs
Fixed speech interruption when entering buildings
The team at Relic is constantly reviewing issues reported by the community and adjusting priorities to address the most frequently occurring issues. These are some of the issues we are currently tracking for our upcoming patches. Thank you for all your submissions to help.relic.com.
A.I. does not upgrade Tiger Heavy Tank to Tiger Ace Heavy Tank
When the LG40 gets destroyed the voice over mentions the Obice
Team weapons will explode if the crew gets reduced to 1 at the same time it is towed
Flack 30 Anti Air attacking and damaging aircraft will cause infantry under the aircraft to take damage
Machine gun firing arc scope changes size between setup and completion
Basalt Grey cosmetic granting did not roll out for all units
A.I. targets enemy points that cannot be damaged with mortar barrage
Grenadier A.I. will sometimes throw a grenade at its feet when capturing a territory
Units cannot be group selected during paradrop reinforcement animation
Breach can be used on Fighting Nests and Fighting Positions
Scrollable UI components created with the SCAR function UI_AddChild are no longer able to receive mouse scroll wheel input
Camouflaged infantry will not attack enemies that are behind them
If a Paratrooper squad is hit by a stun grenade right after landing, the debuff will persist on retreat
In certain instances, infantry do not return fire against the enemy
Tourelles upgrades may not complete if the sector they were in is de-captured and only continues once the sector is recaptured
De-crewed Mortars from A.I. cannot be targeted using Attack-Ground or picked up
When 250 Light Carrier fast disembarks units and attempts to reverse, the vehicle ignores the command
M18 Hellcat Tank Destroyer missing notification and audio cue for added Heavy Machine Gun during heavy action
Tank Buster anti-Tank Grenade Assault does not always activate while under the effect of Concealment
A.I. that takes over a player who left causes Marder III M Tank Destroyer to stay in front of enemy bunkers when in combat
Allied forces crewed MG42 Machine Gun Team has VO lines changed to Wehrmacht after using White Phosphorus rounds
Completing upgrades on fighting positions or bunkers says "research complete" instead of "upgrade complete”
Player sometimes unable to start new campaign due to stall in scar initialization
Attempting the Anzio Mission as the US Special Forces/Devil's Brigade Company may not grant you the correct Support Center buildings.
When recrewing the 251 Medium Carrier with British squads in the mission the crew will be broken and appear to be floating above carrier
Certain neutral bunkers on the map will return to full health if damaged and then garrisoned
A.I. does not deploy Churchill Crocodile
King Tiger and Elephant Tank Destroyer can get trapped by player buildings
Enemy A.I. spams Retreat on units once player enters enemy HQ sector
Air Support trait sometimes does not work when unlocked through "specialization" upgrade on US Armored units
Heavy Machinegun Teams in garrisoned buildings may not always fire in certain instances
Gameplay - Wehrmacht HQ medical station upgrade is still active when HQ is destroyed
ELO changes in Match Stats screen are broken
Enemy A.I. is not picking up munition crates after using Supply Drop
Tank Busters’ Anti-tank Grenade Assault does not function on vehicles when in cover
Fire rate bonuses affect reload speed instead of fire rate on magazine-based weapons
Using abilities on bridges may cause target reticles to be misplaced and the ability to be mistargeted
Medical bunker may prevent Annihilation victory
Heavy Machineguns can get stuck when attempting to retreat from a building
A.I.-controlled Italian Partisan Underground Detonation can target and follow units
Some buildings have windows that are not used correctly by garrisoned units
A.I. does not use the Critical Location ability
A.I. does not use the No Man Left Behind left behind ability
Panzergenadier Squad - Expert level A.I. can use their Rifle Grenades even though they have not unlocked it
Attempting to stream Company of Heroes 3 via Discord may result in a black screen or “Stream is paused” instead of streaming gameplay
Units in the production queue on the Global Unit Command (GUC) will change to a different location when they are finally spawned in, rather than remaining in place of where they are on the GUC
A.I. Engineers are planting mines inside HQ territory
Unable to move camera with middle mouse button while holding Shift key
The Improved First Aid Kit tooltip on hospitals is ambiguous
There is a chance that two A.I. players can rebuild buildings on the same location despite protections to prevent overlaps
Show Unit Occlusion - Setting doesn't work when a squad garrisons a building even if it was turned on
0 health can appear on the health bar, rather than appearing as an integer/rounding upwards (for example 0.9 or below), so it appears that a unit survives at 0 health instead of being destroyed
Mods - UI_AddChild(…) causes a severe FPS drop/memory leak
The title has disappeared from the final mission in the Mission Select screen
Abilities cannot use the minimap to target territory points with caches built on them System tray search indicator only works for the first game in a session
Random Faction selection does not save and reverts to the previous selections after Quick Match
The matchmaking cancel button continues to show for a few seconds after a match is found but is no longer functional
Loiter affected areas are inaccurate on the Tactical map
Publicado por Hannah_RE en 30/Apr/2026


🔥The Dare & Destroy DLC arrives May 14. Will you be choosing the devastating 🛠️Sturmtiger Heavy Tank or vision-expanding 👀 Probing Barrage?

Will you be aiming to unlock the blinding ⛈️Operation Thunderclap or a specialized 🎯SSB Sniper? Scope out the choices on the British Forces – Special Service Battlegroup Tech Tree, arriving with the Dare & Destroy DLC on May 14.
🔥The British Forces - Special Service Battlegroup and the Wehrmacht - Siege Breaker Battlegroup face down in this exciting 1vs1 showdown, showcasing more of the gameplay arriving with the Dare & Destroy DLC on May 14.

Would you rather recover friendly casualties with⛑️Medical Supplements or deploy a ️💥Tiger Ace instead? Start planning your strategy by taking a look at the Afrikakorps - Elite Forces Battlegroup Tech Tree, available May 14 in the Dare & Destroy DLC.

Will you be selecting the massive blast radius of💥Railway Artillery or the mighty 🛠️Char B1 Heavy Tank? The choice will be yours on May 14 when the US Forces – Free French Battlegroup arrives in the Dare & Destroy DLC.
👀Curious to see the new Dare & Destroy DLC Battlegroups in action?💥This explosive 1vs1 match showcases the US Forces - Free French Battlegroup vs the Afrikakorps - Elite Forces Battlegroup.
This 2vs2 full match gameplay shows off ALL the new Battlegroups coming in the DLC pack.
Publicado por Hannah_RE en 16/Apr/2026
Company of Heroes 3: Dare & Destroy arrives May 14, and introduces four new Battlegroups, alongside new cosmetics and a general game update, expanding Multiplayer and Co-Op/Skirmish vs A.I. gameplay with new tactical options, powerful units, and distinct playstyles.
https://store.steampowered.com/app/4523380/Company_of_Heroes_3_Dare__Destroy/

Establish a resilient defensive line and stall enemy advances before unleashing a decisive counterattack.
French Rifle Sections, Bastions, and Tourelle defenses anchor your position, while Railway Artillery and the Char B1 Heavy Tank turn the tide and force a breakthrough.

Break through fortified enemy positions with siege tactics and overwhelming firepower.
Flame Halftracks and enhanced infantry weaponry pressure enemy lines, while Siege Specialists and the Sturmtiger Heavy Tank shatter even the most entrenched defenses.

Disrupt and weaken the enemy through precision strikes and resource denial.
Commandos, Snipers, and fast raiding vehicles harass from unexpected angles, while Scorched Earth tactics punish overextension and drain enemy resources.

Field a highly advanced and experienced force designed to outmaneuver and overpower opponents.
Veteran infantry and vehicles, led by the Command 8Rad Armored Car, combine with Ace Stuka air support and the Tiger Ace Heavy Tank to deliver decisive battlefield dominance.
We’ll be sharing more details on Dare & Destroy in the coming weeks, stay tuned to our social channels for updates including new videos highlighting each Battlegroup, along with tech trees showing off their new units and abilities. Plus, in-depth shoutcasts featuring gameplay from high-level players and commentary from the Game Design team.
Keep up with the latest news on your social media channels of choice at the links below!
Publicado por John_RE en 15/Apr/2026

The Company of Heroes 3 team is excited to share an updated look at our 2026 roadmap!
The next Battlegroup DLC will be revealed soon, and we can't wait for you to see how they will change the game and shine a spotlight on some beloved participants in the Mediterranean theatre.
Additionally, we have moved update 2.4.0 up by a month - so it will now release in May instead of June. This roadmap also shares more details about update 2.5.0, coming in July, which includes new maps, new cosmetics, and CLASSIFIED.
We'll have even more to share about the back half of 2026, but no spoilers for now!
Publicado por Greta_RE en 14/Apr/2026

The Hammer & Shield Battlegroup Pack includes the US Forces Advanced Infantry Battlegroup and the Wehrmacht Italian Coastal Defense Battlegroup, available for Multiplayer and Co-Op/Skirmish vs AI. This Battlegroup Pack is available for purchase in the Steam Store for $13.99 USD.
https://store.steampowered.com/app/4523180/Company_of_Heroes_3_Hammer__Shield_Battlegroup_DLC/
We have also relisted these two Battlegroups as a bundle on the in-game store. They are now permanently discounted from 20,000 Merit to 15,000 Merit.
The Advanced Infantry Battlegroup equips the US Forces with elite, highly customizable infantry and strong artillery support. Upgrade Riflemen into powerful Rangers, deploy Artillery Observers to call in barrages, and bring sustained firepower with the 105mm Howitzer or devastating strikes with heavy artillery.

The Italian Coastal Defense Battlegroup enables the Wehrmacht to fortify positions and dominate defensive play. Coastal Reserves construct bunkers and defenses, while Artillery Officer and heavy howitzer support punish enemy advances and reinforce your line.

Players who previously purchased the Hammer & Shield Expansion Pack or Company of Heroes 3: Premium Edition will retain access to all included content. For any issues with DLC purchases, please reach out to Steam Support. We'll see you on the battlefield, Commander!
- The Company of Heroes Team
Publicado por Hannah_RE en 02/Apr/2026

Today’s Hot Fix fixes several issues related to Gameplay, Maps, and more.
These changes will likely have a higher rate of sync errors when viewing saved Replay files made after the launch of the 2.3.0 update. Thank you to everyone who has submitted feedback; you can continue reporting any additional bugs by visiting the Relic Help Portal and submitting a new request.
Fixed the Italy campaign sometimes crashing during A.I.'s turn
Fixed a crash when resuming campaign mission from the main menu
Fixed paratroops failing to recrew team weapons
Fixed an issue where the Air Support Center could affect ally munition income
Fixed an issue where the Grenadier Medical Kit failed to function
Égletons
A number of benches and crates have been adjusted away from a doorway on Égletons' West side, enabling better access. Heavy cover near the Northeast cut-off point has also been slightly adjusted, to ensure it fairly mirrors the cutoff in the Southeast
Pisa Centrale
Pisa Centrale featured station platforms that did not allow the construction of mines, tunnels, and other defenses. This has been fixed. Impass has also been added to inaccessible ruins, to prevent paradropped units from becoming trapped within them
Fixed an issue with Asian fonts being rendered incorrectly
Publicado por Hannah_RE en 31/Mar/2026

The Topaz Rhino (2.3.0) update will be available for Company of Heroes 3 today and includes new maps, a refreshed main menu, loadout, and store experience, quality of life updates, bug fixes, and multiplayer balance changes. We are also excited to introduce four new cosmetic Ultimate Sets.
Many of the fixes and changes included in today’s update are thanks to your feedback, so please continue to report any issues to us at help.relic.com.
Refreshed the Main Menu
Replaced the Store with a new layout highlighting Battlegroups and cosmetics
The Loadout menu has been updated with a 3D showcase view of units and new 2D cosmetic swatches
Player profile customization moved into the profile screen
Expanded the Resume feature to include Multiplayer modes
Made confirmation popups cancellable with Escape
Multiple general tooltip fixes across the game
Fixed cases where community map contributor names were not being cut off correctly
Updated 9 commonly used icons
Updated 42 multiplayer icons
Updated the surface reflection for certain UI and Menu assets
Swapping slots with an A.I. player no longer resets A.I. difficulty to Easy
Fixed Steam friends not appearing in “Online Steam Friends” if not added in the game itself
A.I. Takeover difficulty changed from Normal → Hard (Hard has no negative or positive modifiers and is the most “fair”)
Égletons - (1vs1)
Community map makers DutchToast and FoolishViceroy have lovingly restored this Company of Heroes 1 classic map. Featuring a beautiful urban commune, overlooked by a huge, exposed hilltop, players will be hard-pressed to spread their attention across the entire frontline. This map features a wide variety of gameplay elements, including garrisons, exposed roads and dominating hilltops; flexible strategies will win the day.
Once a quiet town nestled among the hills, Égletons now stands at the crossroads of war. Its towering buildings and commanding heights define its strategic value, but its control is defined by the winding supply routes in the valleys below.
Classic Company of Heroes community map, originally created by Cam51.
Pisa Centrale - (2vs2)
The marshalling yard of Pisa was heavily bombed during 1943. Take command of the Allied forces seeking to liberate it on the ground, or the Axis forces vying to defend its ruins. This map features a vast, open railyard with exceptional sight lines, with ruined urban and industrial complexes on either side. Decide where is most valuable and lock it down - your forces will be spread too thin to hold it all.
“Our Operations Officer sat us all down before we took Pisa. The whole city had been bombed a year earlier, in ’43 – flattened. We were about to shell what remained to dust before marching back in. “Don’t expect a parade”, he’d said.”
Once a vital rail hub in Tuscany, Pisa’s marshalling yard became a key target for Allied air raids as forces pushed North. Bombed rail lines, shattered warehouses, and ruined streets now form a scarred battlefield.
Sedjenane Marshes - (3vs3)
Steaming cork marshes spread as far as the eye can see in this dense, tropical wilderness. Players will be able to cling to the foliage for cover, or risk the industrial complex buried at its heart, but nothing lasts forever; artillery and vehicles will clear the forests away quickly, leaving the marshes as an exposed and dangerous battlefield to contest.
The wet, damp cork forests of Sedjenane were in stark contrast to the images British and American troops had been shown of North Africa. This vital strip of railway, connecting Mateur to Bizerte and then to Tunis, saw four months of combat.
British and German paratroopers, both operating in ground combat roles, clashed for the first time in this humid swampland, earning the British the moniker “Red Devils”.
Castello della Nebbia - (4vs4)
Our third-place winner from 2025's Map Making Competition has finally arrived! Created by TheSphinx, this vast, autumnal landscape has much to offer: quarries, hilltop ruins, and forests aplenty. With three large areas to fight over, players will need to cover more than just their own lane - teams that can communicate and share the burden will prevail.
The Gothic line was broken. As Axis forces began their retreat in Italy’s northernmost mountains, the Allied advance stalled. Since resources were now being stretched thin across multiple Allied zones in Western Europe, the “soft underbelly” of Italy hardened with stagnation.
With heavy rains and snow scheduled, both forces hunkered down and braced for what was to become a brutal final Winter in Italy.
We have been collecting feedback from our Official Discord and making changes where we felt they were most needed. Thanks again to our dedicated community for all feedback provided; please do not hesitate to leave any further feedback or issues on our maps.
Unearthed a number of hidden cover objects in Campbell's Convoy and Gardens multiplayer maps. These buried objects were intercepting thrown grenades, causing them to fail to reach their target
Fixed a pathfinding issue that caused vehicles to slide sideways
Fixed a bug that caused vehicles to be stuck in uninterruptible trench crossing mode for longer than necessary
Improved vehicle path planning around trenches
(2) Road to Tunis - Improved pathfinding near the Western +10 Fuel point, where squad-splitting was common. Also created a small infantry-only path near one of the central buildings, to better enable units to retreat directly back to their HQ - previously units would be forced to run towards the enemy due to a nearby wall
(2) Taranto Coastline - Western HQ area has been slightly adjusted to provide more space for construction. It was previously possible for British players to run out of space if their production buildings were poorly aligned
(2) Tuscan Vineyards - Adjusted the Northernmost +5 Fuel point to be closer to the opposing player's stone wall. Units in cover against this stone wall should have vision of the entire capture area. This now mirrors the cover and vision provided by the +5 Fuel point on the opposite side of the map
(4) Alamein - The atmosphere transition added in a previous update was unintentionally causing the sun to arc 150 degrees instead of the intended 30 degrees (which was causing the light level to increase dramatically and decrease again by late-game). The new transition will be slow, gradual and the map will only increase in brightness
(4) Santuario - Removed a wooden fence near the Northern supply area. This fence was preventing units from using heavy cover nearby and was causing cover to be unbalanced in this area
(4) Operation Eindhoven - This map featured four "safe" Fuel points, which were difficult to take away from the enemy once they were captured in the early game. This prevented Fuel income from changing much during most matches. One of the safe +5 Fuel points for each team has been swapped into unsafe positions, replacing +5 Munitions points. This should enable players to be more aggressive on this map, and provide more varied Fuel income
(4) Elst Outskirts - Created a hole in the wall near the Southeastern +10 Fuel, to better enable the defending player to reach it. Comparatively, the Northwestern +10 point has been moved slightly to better balance the time for each defender to reach these points. Also added additional cover to a warehouse building, helping force units to use the safest door available to them. A large wooden fence has also been removed near the Western +10 Fuel point and replaced with a permanent, light-cover ditch to improve pathfinding and late-game cover in this location
(4) Semois - Added additional map entry points behind the player's HQs. This will improve the arrival time for units deployed via Battlegroups
(6) Catania Crossing - Removed a rock that was tall enough to block sight and shots, but was blocking neither
(8) Powderkeg - Adjusted the position of two civilians, who were leaving impasse after they retreated. This was creating significant cover issues near the map center and was preventing large squads from taking cover in some cases
(8) Sousse Stronghold - Updated map lighting for better unit visibility (especially at night)
(8) Winter Line - Removed several hidden blockers that were preventing units from seeing each other
NOTE: Thank you everyone for your patience as we rolled out the changes to the Loadout, Store, and Cosmetic sets. For any players that only had a few items from a given set, you should now have all items that make up its themed Ultimate Set (excluding Night Fighters and Devil's Brigade).
In total, today we granted 5,000,000 cosmetic items! Thanks again for your patience and we hope you enjoy the update.
US Forces Sand and Sky Ultimate Set
Wehrmacht Hinterhalt Elite Ultimate Set
British Forces Desert Defenders Ultimate Set
Deutsches Afrikakorps Stalkers Ultimate Set
Corresponding Resource Point cosmetic sets for all four factions
Missing icon for the British Forces Bishop Night Fighters
Fixed camo issues for:
Wirbelwind side skirts
Wehrmacht HQ Night Fighter upgrade
US Forces M8 Greyhound side skirts
Wehrmacht Scout Car antenna
Added infantry & team weapon cosmetics to US Forces Board Room and British Forces Nature’s Vanguard sets
Rare sets now correctly applied to all units across factions
Fixed engineers sometimes losing their weapon and getting stuck with their construction tools when building emplacements
Infantry in vehicle holds now correctly swap firing positions
Vehicles no longer stuck in trench‑crossing mode
Vehicles no longer rotate toward edge‑of‑vision units unnecessarily
Team weapons no longer tear down mid‑attack when switching targets improperly during attack move commands
Goliaths now grant a small amount of experience to their attacker when destroyed
Doors on buildings now close properly after unloading
Infantry flamethrowers now deal consistent bonus damage to units behind cover
We have implemented several changes to computer controlled A.I. unit behavior to make them more consistent, believable, and deadly. These changes will affect Campaign Skirmishes, Solo and Co-op vs A.I., and any multiplayer or custom game.
A.I. will now consistently target appropriate units for these two unit types
Anti-tank guns will be less likely to idle near owned capture points and instead actively target vehicles when possible
Mortars and Anti-tank guns will retreat when targeted by infantry significantly earlier than before
Anti-tank guns will retreat when they have no appropriate targets and are under fire
Anti-tank guns will prefer structure targets over infantry targets
Infantry will avoid moving actively during combat unless designated to advance or fallback
Infantry will more often focus fire instead of looking for cover when too close to a target
Grenade avoidance is more likely
Increased Squad Ability Usage
Garrison behaviors improved - units are more likely to garrison and stay garrisoned under the right conditions
Casemate vehicles are less likely to kite during combat
Casemate vehicles are less likely to change targets during combat to avoid the need to turn as much as possible
Increased Vehicle Ability Usage
Resiege bug when arriving in combat resolved
A.I. will no longer view un-setup team weapons as threats when determining likelihood to win a fight or areas to avoid combat
Team weapons will retreat earlier in combat when flanked if they do not have valid targets
A.I. will more effectively flank setup team weapons and will focus fire instead of searching for cover after completing a flank
Tank Riding bugs resolved – A.I. will no longer get stuck at their destination when no threats are present while tank riding
Recrew behaviors improved – A.I. is more likely to recrew dropped team weapons and recrew with larger groups of units
Capture Patterns changed – A.I. is more likely to stay in its lane when capturing in team games
Added new harassment behavior for light armor - this gives early vehicles like the Dingo targets for the A.I. that do not involve assisting other allied Infantry
A.I. Takeover difficulty switched from Normal -> Hard
Hard A.I. has no positive or negative resource/health modifiers – so it is now the most “fair” difficulty
Abilities launched by the A.I. no longer have heat seeking properties in most cases
Victory Points
Victory Point matches have been extended (though will still be faster than matches in CoH2), increasing overall game length and allowing for more strategic gameplay – this should reduce the impact of snowball and tempo strategies, while improving late game build variety – providing more opportunities for heavy tanks to make an impact – and increasing the chance for comebacks
To increase game length, we are experimenting with increasing the total number of Victory Points each team has to make controlling Victory Points in the early game important
Quick Match Victory Points amount increased from 500 to 575
Hidden Demolition Charges
We wanted to give more counterplay against these powerful traps that could often immediately destroy individual squads without warning, while still allowing them to differ from the standard demolition charge.
Gives a Grenade warning to infantry within a 20-meter radius
Gives an event cue when triggered but cannot be camera panned by clicking/hot keying to the event
Hidden Demolition charges have a 3.5 second detonation time before triggering
Hidden Demolition charge cost reduced from 75 to 50
Anti-air Changes
Anti-aircraft units have been difficult to balance, which has resulted in many plane-based abilities being ineffective. Due to how the system functions, anti-aircraft units need to be capable of quickly intercepting aircraft to prevent their payloads from being dropped, but it created situations where AA could completely lock out sections of the map by being in the area.
We are making significant changes to how mobile anti-aircraft units function, requiring players to micro their anti-aircraft units and give the opponent greater counterplay opportunities in disabling anti-air units for a short period of time.
Anti-air Stance causes units under the effect to be unable to move and fire on ground targets
Units cannot use attack ground commands while Anti-air Stance is active
Anti-air Stance increases anti-aircraft range by x3 when active
Anti-air weapon default anti-aircraft range reduced from x6 to x2 across all mobile anti-aircraft weapons
Ability cannot be toggled off for 5 seconds once triggered. 30 second recharge when toggled off
2cm Anti-Aircraft Gun and Flak 88mm cannot use veteran abilities while this mode is active
Anti-air emplacements have x6 range against aircraft by default, but lose the Anti-air Stance ability
Detectors
Detector units were ineffective, often being unable to find camouflaged units before they were fired upon or hit by certain abilities. Furthermore, most units re-camouflage too quickly after leaving detection range. To address this issue, detection range will now match the standard engagement range of infantry.
For the Axis factions, detectors were also too plentiful, being on starting engineering units that were cheap to field. Players will now need to upgrade their Pioneers with sweeper packages before they can act as a detector unit.
Pioneers no longer have detection by default. Hazard Removal Package provides detection to the unit
Panzerpioneers no longer have detection by default. Advanced Repair Kit provides detection to the unit
Base detection range set to 35 for existing detector units
Recce Package detection range increased to 35
Units detected by detectors remain revealed for 10 seconds
Units that are upgraded gain the Detector tag on their unit selection card
Salvage
We are significantly increasing the time it takes to salvage wrecks and reducing the rewards given to the player as salvage could be too effective in mid-late game scenarios where there were many wrecks laying around.
Salvage rate changed from 15 to 8
Light vehicle wrecks require 13.75 seconds to salvage, medium wrecks need 27.5 seconds
Rate of return lowered: manpower reduced from 30% to 25%, fuel reduced from 25% to 20%
Towed Heavy Anti-tank Guns - 17-pounder, M5 3-inch, Flak 36
Towed anti-tank guns are too mobile and effective. These long-range, high damage units are able to quickly set-up and engage targets while being difficult to take out as they could be re-attached to their truck once teardown was completed and were hard to outmaneuver with their fast rotation rates. We are making a large number of changes to make these weapons less efficient and more difficult to reposition when outmaneuvered.
We have also lowered the range on the non-Battlegroup version of these units, making them easier to avoid and reducing how far these units can hit vehicles from off-screen.
Rotation rate lowered from 100 to 55 for all heavy guns
Set up time increased from 2 to 3
Teardown time increased from 1.75 to 2.25
Flak 36 now requires both a set-up and teardown time
Cost increased to 400 manpower and 60 fuel
No longer provides heavy cover
Range reduced from 75 to 70 for the Flak 36
Range reduced from 80 to 75 for the 17-pounder
Heavy Tank Cost Reduction
We are further increasing the cost discount provided by tech for heavy tanks. Combined with the increase in victory points, this change should improve their usage, especially in team games.
Heavy tank cost reduction increased from 20 to 25%
Light Artillery - Pack Howitzer, le.IG 18
We are increasing the minimum angle and lowering the projectile speed of light artillery units to make it easier to avoid their projectiles. This will make these units less oppressive with a focus on reducing their projectile speeds when there is a clear line of fire to the target.
Projectile speed reduced from 65 to 55
Projectile minimum low angle increased from 5 to 15
GrB 39 Grenade Launcher
We are reducing the damage output of the grenade launcher to make these weapons less oppressive against units in cover as the grenade launcher allows the user to remain at a safe distance compared to flamethrowers.
No longer deals bonus damage to units in light or heavy cover
Bonus damage against units in garrisons reduced from 50% to 33%
Area of effect near damage reduced from 100% to 75%
Area of effect near distance reduced from 50% to 15%
Halftrack Recrew Team Weapon
Cannot be used if the unit is in combat
Grenades
We are improving the damage drop-off of basic Axis grenades to be more in-line with other throwables, while still retaining a lower kill radius and higher cost. Rifle grenades have also had their minimum range slightly increased to make it harder to use at close range.
Panzergrenadier, Fallschirmjager, Kriegsmarine and Grenadier Stick grenades far distance increased from 1.5 to 3
Rifle grenade minimum range increased from 12.5 to 15
Satchel Charges - Fallschirmpioneers and Paratroopers
As a measure to prevent paradropped units from immediately neutralizing static structures, satchels will now start on a cooldown when the unit is dropped in.
Satchel Charges start on cooldown when the unit is deployed
Survival Training
The recent changes made to the US economy allows us to reduce the costs of certain Infantry Support Center upgrades that are now too costly overall.
Fuel cost reduced from 60 to 40
Advanced Logistics
Fuel cost lowered from 70 to 60
Air Support Center
We want the Air Support Center to be able to impact a player’s forces in some way that is not reliant on usage of the airstrike abilities. To facilitate this, the structure will now increase munitions income by a small amount.
Grants +5 passive munitions income to the player after the structure is fully constructed.
M1 57mm Anti-tank Gun Team
The veterancy abilities of the US anti-tank gun have been reworked with Brace being replaced by Quick Adjust, an ability focused on mobility, while Focused Vision has been returned to a timed ability with greater vision being provided.
Brace replaced with Quick Adjust - Grants +30% teardown speed and +50% rotation rate for 10 seconds
Focused Vision changed back to a timed ability - Grants + 25 vision range and narrows vision drastically on the sides by 87.5% for 15 seconds. Can be triggered even if the weapon is not set-up, but vision changes only occur when set-up
M4A1 Sherman Medium Tank
Keep Them Firing speed! debuff lowered from 33% to 15%
M18 Hellcat Tank Destroyer
To make the M18 Hellcat more potent as a tank destroyer without directly increasing its firepower, we are allowing the unit to have 50 range if it remains stationary after a delay. This allows the Hellcat to be stronger for defense or when combined with spotters, while preventing it from becoming oppressive through its speed and mobility if it had the increased range by default.
Manpower cost reduced from 320 to 300
Fuel cost increased from 70 to 80
Open-Topped grants +5 range. Activates after 3 seconds when stationary. Vision bonus removed
Shoot and Scoot grants +25% rotation rate in addition to current bonuses
Shoot and Scoot only triggers once the Open-Topped effect is in effect
Pathfinders and Artillery Observers Squads
Changes made through recent patches have made the Scout variants fall out of favor, with the units being weaker and the Axis early game becoming stronger. We are pulling back some of the nerfs made to these units.
Reinforce time reduced from 7.5 to 6
Reinforce cost reduced from 32 to 28
Build time reduced from 33 to 30
Experience requirements reduced from 950/2850/5700 to 900/2700/5400
Fast Deploy
Command Point cost increased from 1 to 2
M4A1 Sherman Whizbang
The following change is meant to make the M4A1 Sherman Whizbang more vulnerable when attacked by enemy units and reduce its general mobility on the battlefield.
Now has a 10 second delay before the unit will jettison its launcher once the ability has been triggered - Whizbang cannot barrage when jettisoning the launcher
Speed reduced from 5.5 to 4.25
M2A1 105mm Howitzer Emplacement
A number of emplaced artillery units are having their damage penalty against defensive structures removed as their scatter at long-range made them unreliable and they were unable to move forward to get more accurate hits.
The US 105mm is also gaining improvements to its area of effect damage and scatter to make it a more reliable artillery piece, while reducing the potency of its more powerful abilities.
Artillery Support bonuses changed from +40% speed, 50% reduced suppression and 20% harder to hit for 45 seconds to 15% speed and 15% harder to hit for 45 seconds
No longer has damage penalties against bunkers or emplacements; Artillery Resistance passive still applies normally
Area of effect distance increased from 1/1.5/6 to 1/2/7
Area of effect far damage increased from 15% to 20%
Angle scatter tightened from 7.5 to 6.5
Auto-fire reload increased from 3.25 to 5.25
Auto-fire angle scatter increased from 4 to 8.5
Halftrack Strong Points
Aura radius increased from 20 to 25
Vision bonus increased from 5 to 10
Resistance Fighters
Beretta SMG near accuracy increased from 0.61 to 0.64
221 Armored Car
The Wehrmacht’s light vehicles experience requirements were too low, allowing them to gain veterancy quickly. This change brings them in-line with units of their combat performance.
Experience requirements increased from 800/2400/4800 to 900/2700/5400
251 Armored Personnel Carrier and Variants
Experience requirements increased from 600/1800/3600 to 900/2700/5400
StuG III G Assault Gun
The following change is meant to increase the lethality of the Point-Blank Blast ability, at the cost of a shorter duration.
Point-Blank blast reload sped up from 4/4 to 2/2.4
Point-Blank blast duration reduced from 20 to 15
Sturmpanzer IV Brummbar
This will slightly slow down the projectile of the Brummbar to be on-par with the Centaur and the Sherman Dozer as the current projectile is too fast and is incapable of being dodged by infantry.
Brummbar projectile low non-collide angle has been increased from -90 to 10
Nebelwerfer 42
The High-Explosive Barrage has had its damage drop-off increased to make near direct hits more lethal as the ability was a little weak despite its munitions cost.
High-explosive area of effect distance increased from 0/1.75/6 to 0.5/2/6
Rapid Production
Command Point cost increased from 1 to 2
Blitzkrieg
This change is meant to reduce the survivability of vehicles under this effect, with players needing to focus on using the speed and rotation bonus to avoid enemies, rather than having a chance for enemy rounds to miss.
Received accuracy bonus removed for 25% rotation rate
Panther Heavy Tank
The large number of call-ins within Mechanized allows the player to maintain pressure on the opponent and have all the tools they need to counter the opponent without tech. For this reason, the Panther is becoming a dedicated production unit, requiring players to tech to get mobile anti-tank options.
Call-in variant of the ability removed
Stosstruppen StG Package
Munition cost reduced to 0
Coastal Reserves
With the recent changes to casualty collection, Coastals could recover too much manpower over the course of the game. To address this issue, we have increased the time it takes to trigger Reserve Pool and slightly increased their manpower cost.
Reserve Pool time to generate reinforcements increased from 40 to 60
Manpower cost increased from 240 to 260
Bulwark
Bulwark could make bunkers too difficult to destroy if constant pressure was not applied, especially with dedicated artillery units that needed to recharge after barrages. To address this issue, we are increasing the delay before healing occurs and the rate that health is restored.
Now requires the bunker to be out of combat for 10 seconds before healing occurs
Healing rate reduced from 4 to 3 health per second
Obice 210 da 210/22
No longer has penalties against emplacements and bunkers; Artillery Resistance passive still applies normally
Jericho Trumpets
Speed debuff reduced from 35% to 25%
Terror Propaganda Warfare
Munition cost decreased from 110 to 100
Sturmpioneer Squad
Population increased from 5 to 6
Manpower cost increased from 200 to 210
Manpower conversion upgrade cost increased from 75 to 85
Pantherturm Emplacement
Manpower cost reduced from 240 to 200
Scavenge Doctrine
Scavenge Crate buff duration increased from 15 to 25
Company Command Post Refit and Rearm
Changes have been made to Refitting British vehicles, preventing players from retiring light vehicles and then deploying a tank immediately afterwards. We have also reduced the amount of resources refunded by the truck that spawns with the 17-pounder to make refitting it much less efficient.
No longer can be used on light vehicles
Recharge time decreased from 120 to 60 seconds
17-pounder CWT Truck
Can now only be refunded for 100 manpower and 10 fuel unless upgraded to a variant
Has no canvas on the back to differentiate itself from the standard CWT truck
Infantry Section
Bren Light Machine Gun munition cost reduced from 100 to 90
Bishop
We have reworked the Direct-Fire ability to be a shorter-range barrage ability that can quickly fire a small series of shells at the target position but has a high likelihood to collide with intervening obstacles.
Direct-Fire reworked: Now targets a position and quickly fires a 3-shell barrage at a low arc at the target zone. More likely to collide with obstacles and has 50% less barrage range but has much faster shell speed and better scatter accuracy. Costs 35 munitions.
M3 Grant Medium Tank
We are slightly toning down the amount of firepower of the Grant’s Veterancy 1 ability due to the extreme power it gives this unit.
Steady Assault reload bonus changed from 50% to 30%
Steady Assault now uses Overall Attack speed
BL 5.5 Artillery Emplacement
Area of effect distance mid increased from 3 to 3.25
Area of effect mid damage increased from 30% to 35%
No longer has damage penalties against bunkers or emplacements; Artillery Resistance passive still applies normally
Perimeter Monitor
Perimeter Monitor has been updated to be more responsive in its tracking, dropping shorter, but faster barrages on the target, allowing the ability to keep pressure on the enemy within vision range.
Munition cost reduced from 225 to 200
Artillery batteries that track during the overwatch are now staggered:
Artillery 1: No delay
Artillery 2: 1.5 second delay
Artillery 3: 3 second delay
Delay between barrages reduced from 4 to 1.6725
Rate of Fire increased significantly:
Non-upgraded version sped up from 4 to 3.25
Saturation Barrage sped up to around 1.75
Shell count reduced:
Non-upgraded version lowered from 3 to 2
Saturation Barrage version lowered from 4 to 3
Burnout
Munition cost reduced from 70 to 60
PIAT
Critical Shot Ability range increased from 20 to 25
Now deals x2 damage to destructible obstacles
Attacking Spirit
Attacking Spirit is having its Command Point cost increased to make the ability less impactful in the early game where early healing can allow a player to snowball their advantage.
Command Point cost increased from 1 to 2
Demolition Engineers
Command Point cost reduced from 3 to 2
Churchill Crocodile Heavy Tank
The following change makes it harder to stall for the Crocodile in smaller game modes, following the same rule as other heavy tanks due to its strong anti-infantry performance and ability to ward away lighter vehicles.
Cost increased from 600/180 to 780/210
Now benefits from the heavy tank discount once the final production structure is built
Recon Mission
Cooldown increased from 60 seconds to 120 seconds
Sherman VC Firefly Tank Destroyer
To emphasize the Firefly’s role as a premium tank destroyer, we are increasing its weapon range, while maintaining the unit’s slow rate of fire and poor movement speed.
Range increased from 45 to 50
Armor-Piercing Discarding Round ability range increased from 50 to 55
Land Mattress Team
Fuel cost reduced from 50 to 40
Over Repair
Set-up time reduced from 20 to 15 seconds
Commandos
Near accuracy increased from 0.55 to 0.58
Emergency Repair Kits
The first vehicle health upgrade in the Armory was too powerful due to its impact on breakpoints and relatively low cost. This led to the upgrade having a high pick rate over the options.
To create a better gameplay experience, health is now exclusive to a final tier Armory upgrade focusing on the upgrade’s role as an auto-repair tool that reduces the downtime of infantry.
No longer increases health
Repair rate increased from 6 to 8
2.5 Tonne Truck and Medical Variant
The bonus provided by Field Supplies made massed Afrikakorps infantry too powerful. We have reworked the ability to focus on battlefield sustainment and independence from vehicles, rather than combat power.
With the removal of health bonuses from Emergency Repair Kits and the adjustment made to Field Supplies, we increased the health of the medical variant for increased durability.
Field Supplies Veterancy 1 ability changed to allow healing and Combined Arms when the unit enters/leaves the truck's aura. Lasts for 60-seconds once the unit leaves the aura. Other bonuses removed. Healing is paused while the unit is in combat. Combined Arms bonus only applies to units that can receive the bonus.
Experience requirements reduced from 1000/3000/6000 to 750/2250/4500
Health increased from 160 to 200 for the medical variant
250/9 Halftrack
The 250/9 will now require fuel, rather than munitions. This change is meant to delay tech and vehicle timings, slowing down how quickly the Afrikakorps can build a large number of armored vehicles that were difficult for early game infantry to deal with.
Upgrade cost changed from 60 munitions to 20 fuel
Flakvierling Halftrack
The following change is meant to reduce the raw effectiveness of the flak halftrack against units in cover as its previous set-up allowed it to always land hits on larger squads.
While still capable of suppressing units in heavy cover, infantry will be able to stall out in heavy cover for a significantly longer period of time without taking extreme amounts of damage based on their squad size.
Accuracy increased from 0.44/0.42/0.36 to 0.68/0.62/0.58
Incremental accuracy removed
Angle scatter increased from 3 to 6.5
Panzer Armee Kommand
With the recent changes to the Armory, the Afrikakorps had a too much manpower compared to the other factions. To delay their transition to late game vehicles, the manpower cost has been increased on their final tech structure.
Manpower cost increased from 200 to 300
8Rad Armored Car
The 8rad is ineffective against infantry at long-range, despite being a dedicated specialist that is lightly armored and has to compete with the Flakvierling or the StuG D. To address this issue, we are giving back its long-range firepower on the autocannon, allowing it to be lethal at maximum range while overall damage-per-second remains the same at and below 35 meters.
Autocannon far accuracy increased from 0.18 to 0.36
Coaxial machine gun far accuracy reduced from 0.52 to 0.37
StuG III G and D Assault Guns
Experience requirements set to 1300/3900/7800
Semovente da 75/18 Assault Gun
The following change to the Semovente will allow the unit to arrive earlier onto the battlefield without needing to sacrifice the upgrades required for Bersaglieri to function in mid to late game scenarios.
Rotation rate increased from 35 to 40
Is now constructed from the HQ after Fire Support Elements or the Mechanized Kompanie are constructed/researched
Experience requirements reduced from 1800/5400/10800 to 1300/3900/7800
Command Point cost reduced from 3 to 1
Carro Armato M13/40 Light Tank
Armor-Piercing Round munition cost reduced from 45 to 35
Command Point requirement increased from 1 to 3
Italian Combined Arms Strafing Run
Command Point requirement increased from 1 to 3
L6/40 Light Tank
We are increasing the L6’s effectiveness and lowering its cost to bring it in-line with its current performance. The L6’s autocannon will still be primarily an anti-vehicle unit with the flamethrower being the primary option against infantry.
Fuel cost reduced from 40 to 35
Autocannon wind-down reduced from 0.375 to 0.125
Reload sped up from 2.8/3.1 to 1.75/2
Rounds before requiring a reload decreased from 12 to 8
Cannone da 105/28 Howitzer
Because of the towed nature of the Cannone, it is difficult to destroy and able to pressure base sectors on smaller maps due to its range. To retain its range as an artillery piece, we are removing its ability to barrage from the base sector and weakening some of its auto-fire capability to be less oppressive.
Auto-fire ready aim time increased from 1 to 1.5/1.75
Auto-fire reload increased from 8.75 to 10.75
Auto-fire angle scatter increased from 6 to 8.5
Can no longer barrage if the unit is in the HQ sector
Setup time increased from 1.5 to 2
Teardown time increased from 1.5 to 2.25
Rotation rate reduced from 100 to 50
No longer provides heavy cover
Butterfly Bomb Drop
This change allows units to attack the butterfly bombs sooner after they reach the ground.
Landing sequence from 4 to 0
Delay before the mine activates and cloaks from 3.5 to 7.5 seconds
Veteran Gunners
This change is meant to tone down some of the passive power of this early game pick.
Penetration bonus reduced from 30% to 20%
Panzer IV Command Tank
Fuel cost reduced from 90 to 80
Hardpoint
This lowers the anti-air damage of the Hardpoint due to its current cost effectiveness whereas other AA emplacements require manpower and fuel.
Flak anti-air damage reduced from +300% to +100%
Fritz X Guided Bomb
Initial speed duration increased by 1 second
2nd speed duration reduced by 0.5
Munition cost decreased from 175 to 150
No Man Left Behind cannot trigger during Range‑In
Spy Network is only castable within an active structure providing Tunnel Influence; previously you could trigger the ability, but then lose the vision as the influence was not yet active during Tunnel construction
Burnout ability no longer targetable through Fog of War
Fixed an issue where Crew Shock Tactics could affect infantry
Captain’s Flanking Maneuver now properly applies to certain units that could camouflage
Several abilities no longer trigger placed mines inappropriately
Field Supplies aura reticule no longer flickers when in combat
Flare duration corrected to 15 seconds
Auto-built Field Infirmaries and caches from Air and Sea can now be built on Mechanized Support Center‑marked points
Multiple rifle grenade muzzle FX and trails restored
Land Mattress rate‑of‑fire modifiers now properly applied
M5 3-Inch Anti-Tank Gun veterancy tooltip corrected
Brummbär projectile FX fixed
Marksman Team Observe Area UI reticule removed
Borgward Wanze no longer deals unintended extra damage at Veterancy 2
Borgward explosive charge no longer vanishes on deployment
Archer XP requirement corrected to 1800/5400/10800
Halftrack population tooltip fixed
Halftrack fortify position no longer requires territory
Forward Repair Station Engineers no longer keep repairing structures when in-combat
Nebelwerfer Overwatch no longer targets Forward Repair Engineers
Units on bridges properly die when a bridge is destroyed
Marksman Team “Observe Area” reticule removed
Healing and Repair structures now correctly show their healing radius when selected
Fixed an issue where Ammunition Storage would grant infantry bonus experience gain
Fixed a crash when loading a saved skirmish
Fixed an Essence Editor crash on right‑click in Asset Explorer
Smoke grenades no longer double-trigger SFX
Fixed several cases of ability behavior triggering incorrectly
Fixed multiple cosmetic and animation issues across factions
The team at Relic is constantly reviewing issues reported by the community and adjusting priorities to address the most frequently occurring issues. These are some of the higher priority issues we are currently tracking for our upcoming patches. Thank you for all your submissions to help.relic.com.
The Grenadier medkit may not heal and may not go on cooldown
Players may stall or freeze before reaching the main menu
The tooltip for Armor Piercing Rounds is displaying the wrong percentage for penetration
In rare instances, Steam achievements may not unlock correctly after completing their requirements
Partisan units can spawn in the Fighting Nest but cannot be teleported into it using a tunnel hideout
Recon scan from vehicles can cause FPS drops
Matchmaking cancel button continues to show for a few seconds after a match is found but is no longer functional
Camouflaged infantry may not always attack enemies that are behind them
If a Paratrooper squad is hit by a stun grenade right after landing the debuff may persist on retreat
A vehicle marked from by the US Forces Mark Vehicle ability can activate friendly mines
Towing - Reverse orders may break when unloading a garrisoned unit from the hold at the same time
There is a chance that two A.I. players can rebuild buildings on the same location despite protections to prevent overlaps
Whermacht HQ medical station upgrade may still be active when the HQ is destroyed
BL5.5 - When 5.5-inch artillery with Veterancy 3 is selected with 3 other 5.5 inch artillery with Veterancy 0-2, the barrage button disappears
A.I. Panzergrenadier Squad does not use the panzerfaust in Campaign or Mission Select
Repair sandbag animation is using the repair building/vehicle animation
Match Stats - When using random starting locations, the player's name colors may be swap if the match is restarted
Resistance Fighter Squad Veterancy Rewards missing “Veteran Ability” at Veterancy Level 1
Units that gain bonus health from veterancy or upgrades such as side skirts can remain alive at exactly 0 health instead of being destroyed
M18 Hellcat Tank Destroyer missing notification and audio cue for added Heavy Machine Gun during heavy action
Fallschirmpioneer Squad grenade launcher fires upward and has delayed impact
Machine gun firing arc scope changes size between setup and completion
Team weapons will explode if crew gets reduced to 1 model at the same time it is towed
Flack 30 Anti Air attack and damaging aircraft will cause infantry under the aircraft to take damage
Using abilities on bridges causes target reticle to be misplaced and ability mistargeted
Wehrmacht Medical bunker prevents Annihilation victory
Sangro River Crossing - If player is on Team 2 spot 3, auto placing HQ buildings can cause the player to run out of room
Units cannot be group selected during paradrop reinforcement animation
Artillery abilities used by A.I. in Co-op may follow player units outside of the designated area, such as the Underground Detonation
Discord stream shows black screen or “Stream is paused” when streaming Company of Heroes 3 – this is likely a bug with Discord’s software and not CoH3
Bofors Emplacement does not shoot enemies when re-crewed by Wehrmacht forces
When a 250/3 Funkpanzerwagen starts deploying Goliath Demolition Vehicles, the yellow meter is visible to the enemy team
When fast disembarking units from the 250 and attempting to reverse, the vehicle may ignore the command
Tank Buster's Anti-Tank Grenade Assault does not always activate while under the effect of Concealment or function on vehicles while in cover
Pillage may also grant resources from vehicle and artillery kills
We are investigating an issue where players may be unable to complete the Winter Line mission in either Mission Select or via the Campaign
“High Velocity” Daily Challenge does not complete after fulfilling requirements
When the LG40 gets destroyed the voice over mentions the Obice
Panzerjäger Squad - Panzerschreck upgrade fails to fire if the upgrade completes while the unit is embarked in a 250 Light Carrier during combat
Scrollable UI components created with the SCAR function UI_AddChild are no longer able to receive mouse scroll wheel input
Engineers will become stuck in mine laying animation when repairing and capturing a destroyed Emplacement
Afrikakorps Emergency Repair Kits in the Armory may not work for the 2.5 tonne utility truck, Kradshutzen, and Flampanzer III
Grenadier squad merge goes on cooldown even if a full squad is targeted and nothing happens
US Forces Mortar pits have a false extended range at Veterancy 2
The Partisan Garrison bonus is not applied when units are within the Partisans Headquarters tunnel radius - the bonus only applies when using a Tunnel Hideout
250 light carrier has a strange reverse pathing on Aere Perennius that can cause the unit to move sideways
The Great Ammo Robbery mission may not end even after the player has completed all the objectives
Plunder displays incorrect resource icons during wreck salvage
M6 and Teller mines fail to cause engine damage to Veterancy 1 King Tiger from the front
Publicado por Greta_RE en 30/Mar/2026

The Topaz Rhino (2.3.0) Update for Company of Heroes 3 arrives on Tuesday, March 31st, 2026. This update introduces four new multiplayer maps, new Cosmetic Ultimate Sets for each faction, an overhaul of the main menu and in-game store, and much more. For all the details, stay tuned! Full patch notes will be available tomorrow just before the update is released.
These four new maps will be available in Multiplayer, Co-op vs A.I., and singleplayer Skirmish.
Community map makers DutchToast and FoolishViceroy have lovingly restored this Company of Heroes 1 classic map. Featuring a beautiful urban commune, overlooked by a huge, exposed hilltop, players will be hard-pressed to spread their attention across the entire frontline. This map features a wide variety of gameplay elements, including garrisons, exposed roads and dominating hilltops; flexible strategies will win the day.

The marshalling yard of Pisa was heavily bombed during 1943. Take command of the Allied forces seeking to liberate it on the ground, or the Axis forces vying to defend its ruins. This map features a vast, open railyard with exceptional sight lines, with ruined urban and industrial complexes on either side. Decide where is most valuable and lock it down - your forces will be spread too thin to hold it all.

Steaming cork marshes spread as far as the eye can see in this dense, tropical wilderness. Players will be able to cling to the foliage for cover, or risk the industrial complex buried at its heart, but nothing lasts forever; artillery and vehicles will clear the forests away quickly, leaving the marshes as an exposed and dangerous battlefield to contest.

Our third-place winner from 2025's Map Making Competition has finally arrived! Created by TheSphinx, this vast, autumnal landscape has much to offer: quarries, hilltop ruins, and forests aplenty. With three large areas to fight over, players will need to cover more than just their own lane - teams that can communicate and share the burden will prevail.

A refreshed front-end experience brings updates to the main menu, loadout, store, and player profile. These changes streamline navigation, improve how players manage and preview their content, and introduce a new showcase system that brings units and cosmetics into sharper focus. Together, these updates create a more intuitive and polished experience across the game.
With the Topaz Rhino update, we’re introducing four new Ultimate Cosmetic Sets – one for each faction. Each set delivers a fully themed roster of unit and vehicle cosmetics, inspired by historical references, bringing distinct visual identities to your forces on the battlefield.
Inspired by the early deployments of the U.S. Army in North Africa, the Sand and Sky set draws from the 509th Parachute Infantry Regiment – the first American airborne unit deployed during World War II. Featuring rugged equipment and airborne-ready gear, this set reflects troops prepared to strike from above and operate deep behind enemy lines in harsh desert conditions.
Forged in the later stages of the Italian Campaign, the Hinterhalt Elite set showcases troops shaped by experience and necessity. With ambush camouflage patterns like Hinterhalt and Telo Mimetico, and vehicles reinforced with field-applied modifications, these units are built to endure, conceal, and strike with precision.
Drawing from British desert operations in North Africa, the Desert Defenders set showcases forces built for mobility and resilience. Featuring the distinctive Caunter camouflage pattern and equipment suited for rapid repositioning, these units are ready to respond wherever pressure mounts and hold the line against advancing threats.
Designed for stealth and concealment, the Stalkers set equips Deutsches Afrikakorps forces with foliage and natural camouflage to better blend into their surroundings. With branches and leaves integrated into uniforms and vehicles, this set reflects units trained to remain unseen, positioning themselves carefully before striking at the right moment.
With this update, we’re also shaking up how cosmetic items are bundled. You can find the full breakdown in this blog post here. To summarize, cosmetics will no longer be broken into smaller sets. They will only be available as a full set covering the units in a faction’s base roster, or what we’re calling an Ultimate Set. Additionally, we had several sets that only covered some units in a faction’s roster, such as the Nature’s Vanguard or Sea Blue sets. These sets have now been completed with a full roster of cosmetics.
We also wanted to make sure that when we made these changes, they felt fair to any players that had already acquired these sets or had partially collected a set. Therefore, any player that already owned an “incomplete” set or had at least one, but not all, unit cosmetics for a themed set, will now be granted the full Ultimate Set for that cosmetic theme.
The Topaz Rhino update is also introducing several changes to computer controlled A.I. unit behavior to make them more consistent, believable, and deadly. These changes will affect Campaign Skirmishes, Solo and Co-op vs A.I., and any multiplayer or custom game. The entire list of changes will be covered in the patch notes.
In multiplayer and Co-op matches, the A.I. that takes over from a player is having its difficulty changed from Normal to Hard
Artillery and Anti-Tank Guns will now consistently target more appropriate enemy units and will pull back if they’re under fire and do not have targets
Machine guns will retreat earlier if they do not have valid targets and are actively being flanked – the A.I. in general will be more effective when flanking machine guns and will focus fire on them instead of searching for cover needlessly
Infantry will be more likely to focus fire, avoid grenades, use squad abilities, and be smarter about how they use garrisons
Casemate vehicles will use their abilities more frequently and will be less likely to kite or change targets to avoid inefficient movements
The A.I. is now more likely to recrew dropped team weapons, and they will prioritize doing so with larger squad sizes
The Topaz Rhino update introduces a range of balance adjustments aimed at improving match pacing, counterplay, and overall game clarity. These changes focus on refining unit roles, reducing early snowball potential, and creating more meaningful tactical decisions throughout each match. Here are a few key highlights.
Anti-air systems have been reworked into a more risk-reward mechanic, requiring players to commit when prioritizing aircraft
Victory Point matches have been extended (though will still be faster than matches in CoH2), increasing overall game length and allowing for more strategic gameplay – this should reduce the impact of snowball and tempo strategies, while improving late game build variety and increasing the chance for comebacks
Heavy anti-tank guns have been weakened, with reduced effectiveness and increased vulnerability
Stealth detection has been improved, making hidden units more consistently identifiable and trackable
Light artillery has been adjusted to reduce reliability and improve counterplay
Resource systems such as salvage and hidden explosives have been rebalanced to better align with risk and reward
The US Forces receive a mix of cost adjustments, unit tuning, and improved utility across infantry, vehicles, and support options
The British Forces see refinements to artillery, vehicle performance, and command abilities to improve flexibility and late-game impact
The Wehrmacht receives updates to core units, abilities, and doctrine options, focusing on consistency and battlefield effectiveness
The Deutsches Afrikakorps sees adjustments to early-game momentum, economy, and unit performance to better balance power across all phases
A full breakdown of these balance changes will be included in tomorrow’s patch notes, alongside our Balance Fireside Chat, which takes a deeper look at these updates.

The Topaz Rhino (2.3.0) update arrives tomorrow, Tuesday, March 31st, 2026. Rally your forces and join our official Discord to explore the new maps, share strategies, and connect with other players ahead of launch!
Fuente: Noticias Oficiales de Relic en Steam para COH3
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