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Company of Heroes: Eastern Front News

1v1 Tournament - The Winter Conflict

Greetings Eastern Front fans,

We are glad to announce the first Company of Heroes: Eastern Front 1v1 Tournament!

The Winter Conflict




[h2]Prize pool[/h2]
Thanks to our tournament sponsor Relic Entertainment we can offer the following prize pool:


  • 1st place: Company of Heroes 3 Digital Premium Edition Steam™️ key
  • 2nd place: Company of Heroes 3 Steam™️ key
  • 3rd place: Company of Heroes 3 Steam™️ key
  • 4th place: Company of Heroes Franchise Steam™️ key


[h2]Participation & Sign-ups[/h2]
The tournament has free entry. There are 32 player slots in total.

So be sure to sign up as soon as possible to secure a chance to arise as winner of this event and claim a key for the upcoming title Company of Heroes 3!

Sign-ups start January 8th, 2 pm CET and close January 29th, 12 pm CET.

[h3]Click here to go to the sign-up page.[/h3]

Tournament brackets will be made public after the sign-ups are closed.

[h2]Time & Dates[/h2]
The tournament comprises of four rounds that will start on February 3rd and end on February 12th.


  • Feb 3 :: Round 1
  • Feb 4 :: Round 2
  • Feb 10 :: Round 3 (Quarter Finals)
  • Feb 11 :: Round 4 (Semi Finals)
  • Feb 12 :: Round 5 (Finals)


Participants have time to play their games from 5 pm CET until 12 pm CET. Players must check-in 1 hour beforehand.

[h2]Terms & Conditions[/h2]
Full tournament rule set:


  1. Allowed Factions: Ostheer and Soviets.
  2. Match rules:

    • 500 VPC
    • Random Starting Positions
    • Standard Starting Resources

  3. Rounds 1-4 are played in Best-of-Three (BO3) format. Map pool:

    • Game 1: [EF] Cologne (2)
    • Game 2: [EF] Kotelnikovo (2)
    • Game 3: [EF] Karski (2)

  4. Round 5 is to be played i Best-of-Five (BO5) format. Map pool:

    • Game 1: [EF] Cologne (2)
    • Game 2: [EF] Kotelnikovo (2)
    • Game 3: [EF] Karski (2)
    • Game 4: [EF] Karachev (2)
    • Game 5: [EF] Demyansk (2)

  5. Game organization:

    • Both players bear responsibility to contact the other to organize their game.
    • The player in the upper bracket should host the game lobby and set it up i accordance to the match rules.
    • If a participant does not show up after the time runs out, the win goes automatically to the opponent. No substitutes are allowed.

  6. Faction picking:

    • First Match (BO3/BO5): The Tournament referee will use the Coin Flipping method to decide who picks first. Players in the upper bracket are Heads, Players in the lower bracket are Tails.
    • Second Match (BO3/BO5): The player who did not pick first the previous match may now pick a faction first.
    • Third Match (BO5): The player who did not pick first the previous match may now pick a faction first.
    • Fourth Match (BO5): The player who did not pick first the previous match may now pick a faction first.
    • Tiebreaker Match (BO3/BO5): If both participants won an equal amount of matches, the player with the most remaining Victory Points in all matches may pick their faction for the final battle.

  7. Grid hotkeys are permitted.
  8. Zoom Mods are not permitted.
  9. All participants must join the Eastern Front Discord for ease of communication between the tournament organization and its participants.
  10. All participants must join a Eastern Front Discord voice channel throughout the duration of their games.
  11. Participants may be asked at random to stream their games to the tournament organization.
  12. All replays have to be saved and uploaded to the tournament website as match attachment. The winner of each round is responsible for this.
  13. Be fair, no griefing, no CHEATING, no toxic behavior.
  14. Any confirmed cases of cheating, match rigging, or other behavior against the rules will result in immediate exclusion of the tournament.
  15. Players have the opportunity to call for a restart in the first 2 minutes of a match. A match restart must be played in the same set-up and starting locations as the original match.
  16. For game stability reasons, players must run with the following graphics settings:

    • Shaders: High or Low
    • Anti-Aliasing: None
    • Post Processing: OFF

  17. In the case of a game crash during a game as a result of game instability, players should contact the tournament referee. If proven correct, the referee may decide that the game result is voided and has to be restarted. A match restart must be played in the same set-up and starting locations as the voided match. Any false claims of a game crash will count as a defeat for that match.
  18. Any issues regarding game organization, player infringements, or any other errands related to the tournament must be taken up directly with the tournament organization.
  19. The tournament organization may take the right to change the rules at any time during the tournament to improve the continuity of the tournament or add clarification. The tournament organization is obliged to notify all remaining participants about this.


[h2]Broadcast[/h2]
The Finals will be casted by AECoH on Twitch (https://www.twitch.tv/aecoh) and YouTube (https://www.youtube.com/c/AECoH). Schedule for these castings are TBA in the future.


Good luck & best regards,

Archaic Entertainment

Update 3.2 is now available!

Update 3.2 is now available!

Check out our dedicated articles to see what this update brings to Company of Heroes: Eastern Front.

[h2]Part [1/2][/h2]
[h3]Global changes, Axis Armies[/h3]
https://store.steampowered.com/news/app/317600/view/3618109754360204669
[h2]Part [2/2][/h2]
[h3]Allied Armies, Maps, AI, User Interface, Bug Fixes[/h3]
https://store.steampowered.com/news/app/317600/view/3308481413922153782

Happy holidays!

Update 3.2 - Release Notes [1/2]

Comrades,

As the holidays appear on the horizon, we're coming back to you with another update announcement. We're pleased to announce that Update 3.2 is scheduled to be released on December 23rd, 10 am PDT (5 pm GMT, 7 pm CET)!

[h2]Global balance & gameplay changes[/h2]

[h3]Flamethrowers[/h3]
Flamethrowers were improved in Eastern Front and provide a more steady and reliable damage output which makes them less powerful against fully healed infantry units while more deadly against low health models.

Playtests showed that Flamethrowers currently overperform in certain situations due to these changes, so we decided to reduce their effectiveness against squads with ~30-50% hitpoints slightly. In return, we increased the damage that flamethrowers do to garrisoned infantry. They will still be much less RNG dependant than vCoH flamethrower units.


  • Chance to burn models on yellow health bracket: 30% → 20%
  • Damage multiplier against garrison cover: 2.0 → 2.5
Affected units:

  • M2 Flamethrower (Engineer)
  • Flammenwerfer 42 (Pioneers)
  • Roks3 (Ingenery)
  • vehicle flamethrowers (Flammpanzer III, Sherman Crocodile, Churchill Crocodile, Sdkfz 251 Halftrack Flamer, Ato42 T34)


[h3]Anti-Air weapons[/h3]

  • Fixed a plethora of inconsistencies between various Anti-Air Weapons

[h3]Panzerfaust[/h3]

  • Base damage: 70/85 → 100
  • Rebalanced and fixed all target table inconsistencies:

    • Panzerfausts generally will deal significantly more damage against tanks, but the penetration chance remains unchanged.
    • Damage against light vehicles remains similar but may be a bit higher in specific cases.

[h2]Ostheer[/h2]

[h3]Teching adjustments[/h3]
The Ordnance Depot stands central in many Ostheer strategies, offering critical counter units that help establishing a foothold against a multitude of threat types. However, the structure proved too cheap and we therefore decided to increase its overall cost to reduce momentum building potential and mitigate an identified snowballing effect.

At the same time, the Panzer Recon Company was often discarded in favour of the Mechanized Command due to missing vital Anti-Tank options, and a unit roster that was too focused around handling soft targets. We adjusted this issue by moving the Panzer 38(t) to the Mechanized Command, and made the remaining units in the Panzer Recon Company much more appealing. Panzerwerfers are more accessible, and the Panzer III can now be deployed without the need for the Division Assault Troops update, and now has access to permanent Anti-Tank capabilities.

[h3]Division Assault Troops[/h3]

  • Fuel cost 60 → 45

[h3]Ordnance Depot[/h3]

  • Manpower cost 180 → 230
  • Fuel cost 10 → 20

[h3]Mechanized Command[/h3]

  • fuel cost 80 → 95

[h3]MG34 Light Machine Gun Upgrade[/h3]

  • Fuel cost: 60 → 50

[h3]Krankenwagen[/h3]

  • Fuel cost: 15 → 20

[h3]Kubelwagen[/h3]
The Kubelwagen currently overperforms its role as mobile fire support unit. We're correcting some of its basic statistics to put it more in line with other early recon vehicles.

  • MG34 Light Machine Gun:

    • Range brackets (s/m/l): 10/20/35 → 6/15/35
    • DPS (s/m/l): -7.5%/-9%/-9.6%

  • Mobility:

    • Acceleration: 10 → 6
    • Deceleration: 10 → 6
    • Traverse rate: 105 → 85

  • Material hit type: armour → vehicle

[h3]Landser[/h3]
Landsers had the same hitpoints as Volksgrenadiers, meaning that the time-to-kill (TTK) was the same for these two squads in small arms fights. In comparison to Volks, Landsers rely on individual veterancy, do not get elite infantry armor, are more expensive to field and maintain, and do not have a clear niche range where they outperform Riflemen early on. With Conscripts being more durable, Ostheer had a tendency to struggle in establishing a foothold against both USF and Soviets. An increased TTK against Landsers by roughly 10% across all ranges should enable Landsers to stay competitive.

  • Health 60 → 65 (squad hitpoints: 300 → 325)
  • LMG 34

    • dps change s/m/l -%/+3%/+6%
    • Incremental accuracy multiplier: 1 → 1.04

[h3]Skirmish Commander[/h3]
Aside from providing a +20% global veterancy gaining bonus towards all infantry, the Skirmish Commander also acts as an early shock unit, capable of going toe-to-toe with most mainline infantry squads. An increased cost to both deploy and maintain the Skirmish Commander on the battlefield will mitigate an issue of the unit being too cost effective.

  • Manpower cost: 250 → 270
  • Reinforce cost: 33 mp → 45 mp (90 mp total)
  • Reinforce time: 10-15s → 12s (24s total)

[h3]MG 151 Emplacement[/h3]

  • Hitpoints 600 → 500
  • Performance against aircraft:

    • Accuracy multiplier: 0.6 → 0.2
    • Penetration multiplier: 1.2 → 3

[h3]Sd.Kfz. 251 Halftrack[/h3]

  • MG 151 performance against aircraft:

    • Accuracy multiplier: 1.00 → 0.45
    • Damage multiplier: 1.00 → 0.80
    • Penetration multiplier: 1.2 → 3

[h3]Panzer III Infantry Support Tank[/h3]
The Panzer III is a mobile and potent anti-infantry tank, but outshadowed by the Panzer IV in terms of utility in most situations. That's why we decided to rework some aspects of the Panzer III to differentiate it from the Panzer IV and give players reasons to utilize this unit over the Panzer IV.

  • No longer requires Division Assault Troops upgrade
  • Deployment time: 50s → 45s
  • Manpower cost: 380 → 340
  • Weapon range: 30m → 35m
  • Can now equip Coated Optics (35 munitions)
  • Can now equip Anti-Tank Shells (50 munitions)

    • Gr.Patr. 38 High-Explosive Anti-Tank (HEAT) shells provide vastly increased armor penetrating capabilities at the expense of precision and area of effect effectiveness.
    • As compensation for being a permanent upgrade the damage and accuracy has been tweaked. The HEAT is less accurate while being fired on the move and is less accurate on long range:
    • Damage: 110 → 90
    • Reload time: 4.5-5s → 5-6s
    • Accuracy: 1/1/0.75 → 1/1/0.7, reduced by 50% on the move
    • Weapon range: 35m
    • Upgrade now lifts the antenna on the hull and shows smoke dischargers on the turret sides as minor visual indicator that the tank has HEAT instead of HE.

[h3]Panzerwerfer[/h3]
While its offensive power is good, the Panzerwerfer proved too clumsy to use effectively compared to other mobile artillery units. That's why we made the Panzerwerfer more mobile and overall more accessible.

  • Damage output vs tanks is now more consistent
  • Removed and tweaked a couple weapon inconsistencies
  • Fuel cost: 35 → 20
  • Upkeep: 13.8 → 11.7
  • Mobility: + 12.5% (max speed)

[h3]Panzer 38(t)[/h3]
The Panzer 38(t) has been moved to the Mechanized Command to allow Ostheer players to field an early vehicle out of the building even if the fuel income has been cutoff.

  • Moved unit to Ostheer Mechanized Command
  • Health 330 → 400
  • Main gun reload time: 6s → 5s
  • Main gun Area of Effect:

    • Radius: 0.5 → 1.5
    • Damage multipliers (s/m/l): 1.0/1.0/0.9 → 1.0/1.0/0.5

  • Vastly improved main gun performance vs Stuart.
  • Speed limiter munition cost: 50 → 30
  • Can now lay Riegel Mines

[h3]Granatbüchse 39[/h3]

  • Fixed an AoE damage inconsistency bug that would cause the grenade to deal very low damage to units in buildings
  • Munition cost: 60 → 50
  • Increased overall damage output by ~15%
  • Fixed critical tables, now the values are:

    • green health: 95% no critical, 5% cause casualty
    • yellow health: 85% no critical, 10% cause casualty, 5% kill soldier
    • red health: 55% kill soldier, 45% make casualty

[h3]Grenade Supplies[/h3]
Combined with the area damage bugfix, Stielgranate 39 will be a more appealing tool to combat infantry units.

  • Fuel cost: 40 → 35


[h3]Honveds[/h3]

  • Betonmine munition cost: 40 → 35
  • Panceltoro 44M:

    • Improved penetration capabilities against various tank types.

[h3]Coated Optics[/h3]

  • Requires Assault Divisions troops
  • adds +5m weapon and sight range
  • Munition cost: 50 → 35

[h3]Panzerfusiliers[/h3]

  • Scoped Assault Rifles movement accuracy penalty: -50% → -25%
  • Scoped MP44 Assault Rifle:

    • Close range cooldown multiplier: 0.75 → 0.5
    • Close range DPS increase: +20%


[h3]Elefant[/h3]

  • Call-in cooldown time: 480s → 360s

[h3]Tiger[/h3]

  • Call-in cooldown time: 150s → 360s


[h3]Joint Operations[/h3]

Adjusted the Left Doctrine Tree:

  • Counter Assault (2)
  • JU-88 Bombardment (2)
  • Luftbrücke Supplies (3)
Adjusted the right Doctrine Tree:

  • Honveds (1)
  • Strategic Reserves (2)
  • Zrinyi II Assault Gun (3)

[h3]Counter Assault[/h3]

  • Fixed Counter Assault bonuses not applying consistently and reshuffled some bonuses for better utility. Infantry will now break suppression and capture sectors significantly faster. They also do a short sprint upon activation and reload their weapons slightly faster.
  • Duration time: 20s → 60s
  • Recharge time: 45s → 160s
  • Munition cost: 45 → 50

[h3]Luftbrücke Supplies[/h3]

  • Recharge time: 180sec → 300sec

[h2]Panzer Elite[/h2]

[h3]Panzer Elite Veterancy:[/h3]

  • Defensive Infantry Veterancy bonuses:

    • Received Suppression bonus: -10% → -15%

[h3]Kampfgruppe Kompanie[/h3]

  • Removed Group Zeal Upgrade
  • Current implementation of Group Zeal is impractical and offers little use. At the same time we do not want to back to the original functionality that strongly promotes blobbing infantry. The upgrade may be revised and reimplemented in the future.

[h3]Panzergrenadiers[/h3]
Playtests showed that Panzergrenadiers were in need of a higher damage output to effectively fulfill their role as fire support unit. Additionally, the G43 weapon package was not cost effective. We're addressing the matter by boosting the overall damage dealing potential for both Kar98k and Gewehr 43, while also making the weapon upgrade more accessible.

Keep in mind that Panzergrenadiers, even with improved damage output, are not intended as bulk mainline infantry force for the Panzer Elite. That role has been shifted over to Assault Grenadiers and Tank Busters.

  • Hitpoints: 65 → 70 (squad hitpoints: 195 → 210)
  • Kar98k rifles:

    • Base damage: 10 → 12
    • Accuracy (s/m/l): 0.85/0.65/0.4 → 0.75/0.65/0.35
    • Squad DPS (s/m/l): +20%/+20%/+5%

  • Gewehr 43 package:

    • Munition cost: 60 → 50
    • Base damage: 12 → 15
    • Short range base accuracy: 0.75 → 0.85
    • Squad DPS change (s/m/l): +36%/+24%/+19%

  • Reworked Volley Fire ability:

    • Summary: At the cost of accuracy and movement speed the squad will fire as rapidly as
      possible. Volley fire temporarily increases damage dealing potential and may induce a small
      suppressive effect.
    • Ability is now timed instead of targeted on one squad (duration: 20s), while active:

      • Weapon cooldown: -40% (+250% fire rate)
      • Weapon accuracy: -50%
      • Movement posture speed: -2

    • Added visual indicator
    • Target slow removed
    • Recharge time: 140s → 90s
    • Munition cost: 40 → 30

  • Added Wire Cutters ability
  • Veterancy requirements: 12/16/32 → 12/24/36

[h3]Kettenkrad[/h3]

  • Capture rate multiplier: 1.25 → 1

[h3]Defensive Operations[/h3]

  • Manpower cost: 180 → 200

[h3]Assault Grenadiers[/h3]

  • Hitpoints: 65 → 60
  • Veterancy requirements: 12/26/40 → 12/28/48
  • MP44 Assault Rifles (Sturmgewehr):

    • Weapon package upgrade cost: 80 → 100
    • Base accuracy (s/m/l): 0.9/0.35/0.1 → 0.8/0.3/0.1
    • Squad DPS (s/m/l): -11%/-14%/-

[h3]Infantry Halftrack[/h3]

  • Tweaked suppression ability:

    • Munition cost 30 → 20
    • Weapon range 35m → 40m while ability is active
    • Halftrack can now move at 20% max speed while ability is active
    • Significantly increased initial suppression and it further increases over time

[h3]Light Anti-Tank Halftrack[/h3]

  • Weapon range: 55m → 45m
  • Weapon reload: 2.6s → 4.6-5.6s
  • Accuracy: 0.65/0.9/1.0 → 0.75/1.0/1.0
  • Accuracy against infantry: -15%
  • Stielgranate 41

    • Ability munition cost: 45 → 35
    • Base damage: 70/85 → 100
    • Rebalanced and fixed all target table inconsistencies. Stielgranate generally will deal significantly more damage per penetrating hit, but the penetration chance remains unchanged.

[h3]Tank Busters[/h3]

  • Veterancy requirements: 12/26/40 → 12/28/48

[h3]Marder III[/h3]

  • Lockdown range bonus: +5 → +10
  • Long range accuracy: 0.65 → 0.75

[h3]Panzer IV Infantry Support Tank[/h3]

  • 75 mm L/24 cannon weapon range 30m → 35m

[h3]Armored Car[/h3]

  • Critical armor type: tp_light_vehicle → tp_vehicle
  • Removed Phosphorus Rounds ability
  • Added Overdrive ability:

    • Speed bonus: +25%

    Phosphorus rounds proved highly toxic against targets the Armored Car was already very strong against, while only offering limited use in other situations (such as vs garrisons). Overdrive instead brings back a familiar element of the Armored Car.

[h3]Wirbelwind Flakpanzer[/h3]

  • Traverse rate: 50 → 35
  • 20 mm Flakvierling 38:

    • Rebalance accuracy and cooldown parameters
    • DPS (s/m/l): +50%/+63%/+46%
    • Slightly reduced suppression potential

[h3]20 mm Flakvierling 38[/h3]

  • Vastly increased suppression potential against infantry units

[h3]MG42 Heavy Machine Gun Team[/h3]

  • Veterancy requirements: 8/16/32 → 12/24/36

[h3]Luftwaffe Ground Forces[/h3]

  • Can now equip Minesweepers (cost: 35 Munitions)

[h3]Fallschirmjägers[/h3]

  • Manpower cost: 420 → 400
  • FG42 Assault Rifles:

    • Squad DPS (s/m/l): +2%/-5%/+5%
    • Fixed some cover and suppression table inconsistencies

  • Veterancy requirements: 12/26/40 → 12/28/48

[h3]Incendiary Grenades[/h3]

  • Ability munition cost: 25 → 20

[h3]Anti-Tank Grenades[/h3]

  • Projectile acceleration: 5 → 10
  • Implemented a proper Panzerwurfmine visual model
  • Implemented new explosion FX
  • Improved projectile ballistics

[h3]Henschel Panzerknacker[/h3]

  • Vastly improved consistency of the main cannon hitting targets.
  • Removed secondary gun that fired all over the place.
  • Main gun base damage: 200 → 225
  • Plane xp value: 20 → 3

[h3]Jagdpanther[/h3]

  • Call-in manpower cost: 500 → 800
  • Call-in cooldown time: 900s → 360s
  • Removed -100 mp/min drain for 300s after deployment

[h2]Wehrmacht[/h2]

[h3]MG42 Light Machine Gun[/h3]

  • Incremental accuracy multiplier: 1.05 → 1.03

[h3]Sturmgeschutz IV[/h3]
With US Tank Destroyers no longer having the massive damage bonus against Stugs, the Stug is too population efficient as a result.

  • Population cost: 4 → 6

[h3]Tiger[/h3]

  • Call-in cooldown time: 40s → 360s

[h3]Tiger Ace[/h3]
When we released the last update we had not yet rebalanced all one-time call-ins. The Tiger Ace has now been adjusted to be called in more than once and its combat power has been tweaked to reflect that.

  • Removed 1 time hard cap, recharge set to 480s
  • 88 mm KwK 36 L/56:

    • Accuracy: 1.0/1.0/0.9 → 1.0/1.0/0.85
    • Moving accuracy multiplier: -50% → -35%
    • Reload time: 6-7s → 6.5-7.5s

  • health 1400 → 1220
  • mobility/max speed reduced by -5.5% (matching Panther level)
  • upkeep 21.5 → 32.2
Part 2

Allied Armies, Maps, Bug Fixes
https://store.steampowered.com/news/app/317600/view/3308481413922153782?l=english

Update 3.2 - Release Notes [2/2]

Part 1

Global changes, Axis Armies
https://store.steampowered.com/news/app/317600/view/3618109754360204669?l=english

[h2]Soviets[/h2]
We noticed that the faction was often struggling to gain an advantage during the early game, while at the same time capable of quickly snowballing with fast access to powerful tanks. In other words, the "tank rushing" strategy was too efficient at the same time that the faction often relied on these shock units as an offset to relatively weak early game options. The following changes aim to push back the timing of the initial T-34/85 tanks while also enabling Soviets an easier transition into a combined arms approach through natural tech progression.

We also aim towards making squad upgrades more accessible, allowing players to equip their forces more easily when falling behind. Furthermore, we also aim to address that the Soviets were lacking early game capping power, often falling behind quickly against an equal opponent, something that became most evident in competitive 1v1 games.

[h3]Armoury[/h3]

  • Fuel cost 50 → 45

[h3]Support Barracks[/h3]

  • Fuel cost 10 → 15

[h3]War Factory[/h3]

  • Fuel cost 55 → 60

[h3]Tank Hall[/h3]

  • Now requires either Support Barracks or War Factory
  • Removed Breakthrough Tankovy tech


[h3]Upkeep[/h3]

  • upkeep threshold 10 → 15
Explanation: This threshold defines when units start to affect your manpower income. Below
15 population units are free of upkeep, after that point each unit that is fielded starts to cost upkeep.

[h3]Shock Strelky[/h3]

  • No longer unlocks PPSh-41 Sub-Machine Gun weapon package.
  • Fuel cost 50 → 40
  • Research time 90s → 60s
  • Added +10% Mosin Nagant weapon damage bonus
  • Removed -15% received damage bonus

[h3]Petrol Bombs[/h3]

  • Manpower cost: 100 → 80
  • Research time: 60s → 45s

[h3]Ingenery[/h3]

  • Reinforce cost: 22 mp → 18 mp (66 total → 54 total)
  • Capture rate multiplier: 0.75 → 1

[h3]Conscripts[/h3]
Conscripts are not meant to be used in large numbers or as aggressive mainline infantry. They thrive in static long range combat and should remain stationary during engagements due to a hefty weapon accuracy penalties while on the move. However, it became evident that Conscripts were a bit too susceptible to light AoE weaponry like Mortars, while also requiring a bit too much planning to be used effectively. This resulted in Conscripts quickly falling apart when caught out in the open or when forced to relocate during combat.

The following changes are aimed to make Conscripts a bit more forgiving to use out of the box, reducing their reliance on the damage output from DP-28 Light Machine Guns, while retaining their overall mediocre combat efficiency.

  • Hitpoints: 45 → 50 (squad hitpoints: 315 → 350)
  • Capture rate multiplier: 1 → 1.25
  • Mosin Nagant damage output (s/m/l): +7%/+5.3%/-
  • Deployment time: 49s → 42s
  • Reinforce time: 7s → 5s (total reinforce time for 6 models: 42s → 30s)
  • Upkeep cost: 5 mp/min → 6 mp/min
  • veterancy requirements for level 1/2/3: 6/12/24 → 6/14/28
  • DP-28 LMG

    • damage output (s/m/l): -6%/-3.6%/-35.7%

  • VPGS Anti-Tank Rifle Grenade

    • Munition cost: 35 → 30
    • Damage multiplier against Sdkfz 250 (PE): 1.3 → 1.5
    • Damage multiplier against Skdfz 251: 1.3 → 1.5
    • Improved weapon responsiveness
    • Ability range 25 → 30
    • Removed Veterancy Rank 2 range bonus

[h3]Observer Team[/h3]

  • capture speed 1.5 → 2.0
  • TT-33 Pistols:

    • Base accuracy (s/m/l): 0.45/0.3/0.2 → 0.7/0.3/0.2
    • Squad damage output (s/m/l): +55%/+67%/+50%

  • SVT damage output (s/m/l): +18%/+36%/+12%
  • SVT upgrade ammunition cost 40 → 30
  • Sight range while camouflaged reduced by 15%
  • Now reveal themselves after 2 shots
  • Added visual indicator when the passive sight range and camouflage detection bonus is active.

[h3]Medic Truck[/h3]

  • Reworked set-up/mobilize functionality to work similar to the Krankenwagen/CW HQ Trucks.

[h3]Strelky[/h3]

  • Reinforce cost: 29 → 27
  • Mosin Nagant DPS change (s/m/l): +6%/+1%/+10%
  • PTRS-41 Anti-Tank Rifle upgrade:

    • Munition cost: 75 → 60
    • Now available by default (no longer requires Men Against Tanks)

  • PPSh-41 Sub-Machine Gun upgrade:

    • Now unlocked automatically with War Factory (no longer requires Shock Strelky).
    • Moving accuracy multiplier vs heroic infantry armor: 0.9 → 1

[h3]Sniper[/h3]

  • Now equipped with a Mosin Nagant Sniper Rifle instead of SVT-40.
  • buildtime 55 → 45

[h3]SG 43 Heavy Machine Gun Team[/h3]

  • Manpower cost: 250 → 240
  • Capping speed: 0.75 → 1.0

[h3]Command Squad[/h3]

  • SVT-40 DPS change (s/m/l): +34%/+37%/+44%
  • DP-28 LMG DPS change (s/m/l): -16.5%/-3.4%/-2.2%
  • Capture rate multiplier: 1.25 → 1.5

[h3]82 mm Mortar Team[/h3]

  • Manpower cost: 290 → 260
  • Upkeep: 8.7 mp/min → 5.8 mp/min

[h3]107 mm Heavy Mortar Team[/h3]

  • FoW scatter multiplier: 1.1 → 1.25

[h3]BA-64D Armored Car[/h3]

  • Vastly improved damage output vs light recon vehicles (sdkfz 22x, 250 and 251 series)
  • Fixed a plethora of weapon inconsistencies
  • Fixed DShk weapon unresponsiveness after upgrade
  • Fixed DShK weapon sound

[h3]Guards[/h3]

  • PPS-43 SMG weapon package now requires War Factory or Tank Hall.

[h3]Partisans[/h3]
Despite their low manpower cost, Partisans proved difficult to use effectively. As a result the squad performance was generally perceived as underwhelming. That's why we're improving their overall survivability and weapon upgrade package in exchange for a slightly higher manpower cost.

Keep in mind that Partisans, like Conscripts, are ineffective while on the move due to much greater on-the-move accuracy penalties compared to conventional mainline infantry squads.

  • Manpower cost: 220 → 240
  • Reinforcement cost 24 → 27
  • Hitpoints 60 → 70
  • Weapon package

    • Munition cost 50 → 40
    • Grants 1x mp40 + 1x ppd40, can be equipped twice
    • Damage change (s/m/l): +30%/+20%/- (+60%/+40%/- for 2x upgrade)

[h3]Naval Infantry[/h3]

  • PTRD-41 Anti-Tank Rifles weapon package munition cost: 75 → 60
  • Hitpoints: 95 → 80 (squad hitpoints: 380 → 320)
  • Reinforce cost: 42 → 38
  • Increased manpower upkeep from 7mp/min to 9mp/min
  • Can now construct Sandbags, AT mines, Outposts, MG Nests
  • Reworked Resiliance mechanic (Zeal):

    • Bonuses in friendly territory:

      • Health regeneration: +10.56 hp/min
      • Maximum hitpoints: +10
      • Received suppression: -25%

    • less than 4 squad members (stacks with above):

      • Received damage: -10%
      • Received accuracy: -5%
      • Weapon reload: -25%

    • less than 3 squad members (stacks with above):

      • Received damage: -15%
      • Received accuracy: -5%
      • weapon cooldown: -33%


  • Phosphor grenades:

    • Munition cost: 35 → 30
    • Damage: 30 → 30-40
    • Area values:

      • AoE area: 6/2/0.5 → 4.5/2.25/0.75
      • AoE impact damage 0.2/0.5/1 → 0.25/0.5/1

    • damage over time:

      • AoE damage over time 1→ 1-1.25
      • AoE damage over time radius 5 → 5-6

    • Criticals:
      green health: 100% no critical→ 95% no critical, 5% burn death
      Yellow health: 100% no critical → 70% no critical, 10% kill soldier, 20% burn death
      Red health: No changes

[h3]BT-7[/h3]

  • Increased mobility by roughly 10%
  • Increased maneuverability in light cover slightly
  • Hitpoints: 310 → 375
  • Fuel cost: 35 → 40
  • 45 mm Mod. 32 L/46:

    • Reload time: 6s → 5.5-6s
    • Base penetration: 1/0.84/0.6087 → 1/0.86/0.67

  • KT-28 76.2mm:

    • Damage: 87.5 → 80
      [
    • Reload time: 6-7s → 5.5-6s
    • base penetration: 1/0.84/0.607 → 1/0.905/0.767
    • significantly increased penetration capabilities against vehicles, especially Panzer III

[h3]T-60 Light Tank[/h3]

  • 20 mm Schwak-T main gun against Marder III armor type

    • Damage multiplier: 0.5 → 0.3
    • Penetration multiplier: 0.887 → 0.687

  • DPS change (s/m/l): +15%/17%/+13%
  • Increased maneuverability in light cover slightly

[h3]SU-76[/h3]

  • Main gun reload time: 4-5s → 5-5.5s
  • Base penetration: 1/0.95/0.85 → 1/0.9/0.8
  • increased mobility by roughly 10%
  • Weapon range 50 → 55
  • Artillery ammunition upgrade:

    • Salvo: 5 → 4
    • Range: 150 → 130
    • scatter -25%
    • ammo cost 150 → 120
    • added UI indicator for upgrade
    • requires Soviet Tank Hall

[h3]Tank Riders[/h3]

  • infantry now has -25% weapon accuracy while riding tanks
  • infantry received accuracy while raiding tanks 0.5 → 1.1

[h3]Katyusha Rocket Launcher[/h3]

  • Base damage: 25/35 → 30/40

[h3]T-34/85[/h3]

  • Reduced overall speed and acceleration by 10%
  • Reduced chassis turning speed by 13%

[h3]IS-2[/h3]

  • Slightly increased top speed on roads
  • manpower cost 600 → 640
  • fuel cost 135 → 140
  • Now requires War Factory

[h3]ISU-152[/h3]
We've implemented a refurbished visual model for the ISU-152, Aside from the vehicle being slightly taller and truer to its historical silhouette, the main gun now has proper horizontal and vertical traverse animations. This greatly improves the comfort of use and reliability during combat, fixing instances of the gun massively overshooting targets.

  • Implemented a refurbished visual model.

[h3]KV-2 Artillery Tank[/h3]

  • Reduced accuracy when shooting into the FoW by ~20%

[h3]IL-2 ASh-4 Incendiary Carpet Bombing[/h3]

  • reduced overall damage by ~20%

[h3]Molotov Cocktails[/h3]

  • chance to ignite models upon impact:

    • green health: 20% → 10%
    • yellow health: 60% → 50%
    • red health: no change

[h3]VPGS Anti-Tank Rifle Grenade[/h3]

  • Munition cost: 30 → 35

[h3]Breakthrough Assault ability[/h3]

  • Enemy special abilities/minimap are disabled for 15sec
  • Duration 40s → 45s
  • Effects on Vehicles:

    • Received penetration 0.75
    • Vehicle maximum speed 1.25 → 1.15
    • Applied proper suppression values to guns

  • Effects on Infantry:

    • Instant ability recharge
    • Received damage 0.6
    • Received suppression 0.1 → 0.35

  • No longer affects weapon teams

[h3]Target Weakpoint (PTRS-41/PTRD-41 Anti-Tank Rifles)[/h3]

  • Damaged Transmission critical now shows up as green engine on the vehicle blueprint.

    • Damaged Transition critical now reduced mobility by 30% and turret traverse speed by 50%.

  • Removed Main Gun Destroyed critical from the yellow hp bracket (60%-5% hp.
  • Removed Damaged engine critical from frontal hits within the green hp bracket (100%-60% hp)

[h3]Infantry Storm[/h3]

  • Reinforce cost discount now dynamic per squad instead of a flat -20% decrease:

    • Conscripts (19mp): 12 → 17 (-10%)
    • Strelky (27mp): 22 → 24 (-10%)
    • Guards (44mp): 35 → 38 (-15%)

[h3]The Red Flag[/h3]

  • Hitpoint bonus: +15% → +10%

[h2]Americans[/h2]
[h3]Riflemen[/h3]

  • Suppressive Fire:

    • Summary: Reworked the suppression potential into a more staggering effect. The result is that suppression no longer happens instantaneous on activation, but becomes more powerful throughout the ability duration (thus making it better vs heroic/assault infantry types).
    • Added a slow movement penalty while the ability is active.
    • Added a visual indicator
    • Duration: 15s → 20s

[h3]Heavy Machine Gun Team[/h3]
Despite a high theoretical damage output, the the Heavy Machine Gun Team has quite underwhelming performance. The suppressive potential was further increased to make it a worthwhile support unit alongside Riflemen and other Infantry, and cheaper AP rounds should allow for more opportunities to counter light vehicles.

  • Increased weapon suppression potential by ~20%
  • Range 40m → 42m
  • AP rounds munition cost 35 → 20

[h3]M3 Halftrack[/h3]

  • Maxson M45 Quadmount:

    • Upgrade time 45s → 30s
    • Accuracy multiplier against aircraft 1.25 → 0.6

[h3]M1 57 mm Anti-Tank Gun[/h3]

  • Fixed a plethora of accuracy multipliers vs various vehicle targets.
Dev note: The US Anti-Tank Gun is now more comfortable to use and more efficient at handling light vehicles. Most notably against veteran Pumas and Panzer Elite light vehicles with defensive veterancy.
[h3]M8 Greyhound:[/h3]

  • Hitpoints: 150 → 200
  • Armour Skirts hitpoint multiplier: 2 → 1.5 (net difference is the same, now being 200 → 300 as opposed to 150 → 300)
  • Damage multiplier vs Marder III: 2 → 1.2 (now requires 5 shots instead of 3)
  • Fixed minor target table inconsistencies
Dev note: The M8 is too reliant on the Armour Skirts upgrade, being a OHK for the pak 38 with first strike bonus (shooting out of camouflage). With more reliable Panzerschrecks in EF it also became too easy to take down unskirted M8's. This change ensures that the dynamic of the Armour Skirts remains untouched, but also makes the M8 a bit more forgiving to use before upgrading.
[h3]T17 Armored Car[/h3]

  • Hitpoints: 350 → 250
  • Damage multiplier vs Marder III: 2 → 1.2 (now requires 5 shots instead of 3)
  • Fixed minor target table inconsistencies

[h3]M26 Pershing[/h3]

  • Call-in cooldown time: 15s → 360s
  • Now has the unique minimap icon

[h3]Sticky Bombs[/h3]

  • Throwing range: 14 → 16
Dev note: While strong when pulled off, Sticky Bombs are much harder to use than other vehicle snare abilities. Vehicles are often able to kite away from Riflemen even when a throw is initiated, cancelling the animation. This change should enable easier snaring of vehicles, thus making Sticky Bombs more effective at careless vehicle usage.
[h2]Maps[/h2]
We've updated a selection of

  • New map: [EF] Karski (2) - A tweaked version of a map from our friends at Back to Basics mod.

  • Updated [EF] Cologne (2) - Updated sector and victory point layout, and better passability in across the map center.
  • Updated [EF] Pripyat Marshes (2) - Disabled passability across the ice sheets, minor pathfinding fixes.
  • Updated [EF] Constanta Port (4) - Improvements to map flow around the eastern city area.
  • Updated [EF] Kharkov (4) - Significant changes to overall map flow, cover balance, and sector layout.
  • Updated [EF] Lemberg (4) - Minor pathfinding and passability fixes.
  • Updated [EF] Sevastopol (4) - Minor pathfinding and passability fixes.
  • Updated [EF] Zmievka (4) - Significant changes to overall map flow, cover balance, and sector layout.
  • Updated [EF] Danzig (8) - Significant changes to overall map flow, cover balance, and sector layout.
  • Updated [EF] Stalingrad (8) - Significant improvements to overall passability and pathfinding.

[h2]AI[/h2]
[h3]Behaviour Adjustments[/h3]

  • Enabled deployment of the Cromwell Command Tank so that the AI can deploy the Firefly.
  • Adjusted purchasing logic for assault grens for PE AI, will prefer them more over regular grens
    once available for purchase
  • Removed Pantherturm from defense purchasing decisions for AI.

[h2]Localization[/h2]

  • Updated English localization
  • Updated German localization
  • Updated Russian localization
  • Updated Traditional Chinese localization

[h2]User Interface[/h2]

  • Updated vehicle cover shield icon.
  • Added visual indicator to Focused Firing.
  • Added visual indicator to Suppressive Fire, Volley Fire.
  • Tweaked UI radius for Molotow.
  • Fixed mine placement for Allied and axis mines to 5m spacing for regular and 7m for special
    mines.
  • Fixed Kettenkrad Mine detector requirement description.
  • Improved US veterancy icon visibility.
  • updated honved smg upgrade icon
  • added visual effect to Axis Zeal and Resilience
  • updated Naval Fire Up ability indicators
  • Fixed Panzergrenadier wire cutters overlapping with Incendiary Grenades.
  • Fixed Tank Buster help text (now: Good vs Infantry, Tanks)
  • Added Eastern Front logo to the taskbar


[h2]Hotkeys[/h2]

  • Soviet Sniper: H → E
  • Command Squad: H → S
  • Ostheer Outpost: W → P

[h2]Bug fixes[/h2]

  • Fixed Fallschirmjager reinforce description
  • Fixed a bug where T-60 20mm shells would not damage 105mm howitzers and AT guns
  • Fixed a bug where T-60 20mm shells would bounce off motorcycles
  • Fixed a bug where Panzer IV would have increased chance to hit targets that move through
    cover.
  • Fixed BA-64D DP-28 tracers
  • Fixed BA-64D Dshk sound volume and sound looping
  • Fixed T-60 performance against airplanes
  • Fixed various weapon team recrew count requirements (2/3 → 2)
  • Fixed a bug that allowed KV-85 to snipe infantry units too reliably
  • Fixed a bug where recovered Jagdpanzer IV had no proper armortype
  • Fixed several inconsistencies with Soviet Breakthrough Infantry Storm
  • Fixed a bug where Soviet infantry would gain veterancy too quickly with the Red Flag Bonus
  • Fixed a bug that showed Ostheer units 'Hot Barrel' with Soviet heavy machine guns
  • Fixed Ingenery with Minesweepers not being able to group repair
  • Fixed a bug that allowed Panzergrenadiers and Sturmpioneers with Minesweeper to pick up
    weapons.
  • Fixed a weapon range inconsistency on Mg151 emplacement
  • Fixed a bug that allowed Ostheer units to use 'Hot Barrel' with Soviet heavy machine guns
  • Fixed Kettenkrad and Panzergrenadiers unable to defuse mines
  • Fixed a bug where Artillery Spotter veterancy 2 + 3 bonuses were not applied properly
  • Fixed a major bug with PTRS/PTRD, causing them to consistently miss vehicles up close
  • Fixed Tank Commander upgrades missing "required in territory" requirements
  • Fixed Landsers not receiving scopes when Forward Observers (Siege Operations) is unlocked.
  • Fixed a bug where Panzer II could equip Coated Optics without researching Division Assault troops
  • Fixed a bug where units retreating out of camouflage would move at a lower pace compared to other retreating units.
  • Fixed a bug where MP44 Sturmgewehr (Assault Rilfes) would become unavailable if both the Panzerjäger Kommand and Panzer Support Kommand are destroyed.
  • Fixed Command Squad default squad formation (wedge instead of column), making it much easier to position the squad effectively.
  • Fixed an issue where certain Soviet small arms were lacking the "point blank" mechanic.
  • Fixed an issue where certain Soviet small arms were listed as support weapons, affecting squad formation stance.
  • Fixed Conscript icon & portrait shadows.
  • Fixed Men Against Tanks upgrade description.
  • Fixed a bug where Infantry were able to garrison Ostheer outposts.
  • Fixed Tank Buster help text (now: Good vs Infantry, Tanks).
  • Fixed a bug where the Damaged Traverse Mechanism critical could be applied multiple times.
  • Fixed a bug where the Destroyed Main Gun critical could be applied multiple times.
  • Fixed a bug where the Soviet Sniper had a much higher firing rate than other Snipers.
  • Fixed some bugs with Naval Resilience
  • Fixed SVT-40 Sniper Rifle (currently unused) unintended fast aim time and high rate of fire (now equal to Gewehr 43 Sniper Rifle).
  • Fixed Panzer Elite starting Position Flak veterancy UI.
  • Fixed an bug where Panzerfusiliers could be spawned from ambient buildings.
  • Fixed a bug where VPGS antitank riflegrenades would occasionally do less damage to light vehicles than intended.
  • Fixed ISU-152 'jump' animation when firing.
  • Fixed M1 57 mm Anti-Tank Gun damage multiplier vs Puma, Sd.Kfz. 251 Halftrack.
  • Fixed a bug where Strelky could not construct Sandbags.
  • Fixed a bug where Ostheer Outposts are garrisonable.
  • Fixed several target table inconsistencies for BT-7A, Panzer III IST, Panzer IV IST.
  • Fixed sight range accuracy inconsistencies on Panzer III, Panzer II, 52k AA gun, SU 100, SU 76.
  • Fixed Flammpanzer III being recovered as a regular Panzer III (also fixes UI effectiveness numbers).
  • Fixed a bug where Stielgranate 39 dealt low damage in certain situations.
  • Fixed Command Squad hitpoints inconsistency, now every squad member has 75 hitpoints as
    intended.
  • Fixed a bug where the V1 would deal very low damage against the 52K 85mm AT/AA Cannon.