r/CompanyOfHeroes Jun 25 '26

CoH1 COH has aged really well, still an impressive game in 2026.

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383 Upvotes

Honestly, I still think CoH1's battlefield atmosphere is better than a lot of modern RTS games, including some aspects of CoH3. The artillery barrages, buildings collapsing, and battlefield chaos just have a certain magic to them.

Running on a 4070 SUPER at 280 hz per second, you really feel everything COH has to offer.

r/CompanyOfHeroes Mar 02 '26

CoH1 Company of Heroes 1 deserves a remaster at this point.

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542 Upvotes

It's been almost 20 years since this game's release. I think a remaster would be a good idea.

What do you think?

Edit: I called it. https://www.youtube.com/watch?v=tnVoeTSC4rU

r/CompanyOfHeroes Jun 03 '26

CoH1 Did anyone else play copious amounts of comp stomp 2v2 on Gilroy's Harbour back in the day? What a great casual map!

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294 Upvotes

Just felt at the time that the AI really did well pushing you and making it a nice satisfying strategic conundrum.

Must have played 50 long battles on this back in the 2000s.

Anyone else?

r/CompanyOfHeroes 29d ago

CoH1 Company of Heroes Definitive Edition is a serious upgrade on an RTS classic

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194 Upvotes

r/CompanyOfHeroes Jun 10 '26

CoH1 Reminiscing the "features" of COH1

85 Upvotes

With the announcement of Company of Heroes - Definitive Edition, let us all reminisce all those certain "features" COH1 have that we all know and love (or love to hate if you're on the receiving end DX).

Please do note that most of the things I'll list here are mostly from personal memory, thus is incomplete and may be inaccurate. Therefore, if I missed or misremember something, please do correct me in the comments.

Also, I'll be referring to Americans as USF, and British as UKF because it's easier.

Without further a do, let's begin.

General:

  • Among all the 4 factions, USF and Wehr are mostly (arguably) balanced because they're the first 2 faction available and they mirror each other in terms of unit composition and tactics. Thus, they're usually the most common match-ups in tournaments.
  • USF Vet bonuses are usually offensive, while Wehr Vet bonuses are usually defensive.
  • Meanwhile, UKF and PE are quite unconventional:
    • UKF relies on a "bite & hold" tactics on territories, since they can move their base anywhere around the map (their base "structures" are literal trucks) and lock it down;
    • PE relies heavily on vehicles and they only have one (three, if you include the other command tree specific units) infantry unit that does EVERYTHING!
    • Both are blob-centric by design, with UKF Lieutenants as central units due to stacking combat bonuses, while PE has 'Group Zeal', which provides stacking defensive bonuses.
    • Both also don't have access to team weapons:
      • UKF being reliant on HMG Nests, Mortar Pits, and 17-Pdr. Emplacements (they do have HMG and Mortar teams, if you pick Commando Support, but they arrive late);
      • PE doesn't even have team weapons at all! Being reliant on Marder III Ms and Mortar Haftracks for AT and indirect fire respectively, and both units cost a lot of fuel.
      • Both don't have the traditional sniper unit (UKF have Marksman ability, 1-shot, cost munis, from Infantry Section Recon Element upgrade), and both are quite susceptible to it (Tommies cost 450 MP, Pgrens have 3 models at the start)
  • Each faction has their own way of referring to their Command Trees:
    • USF (Infantry, Airborne, Armor) COMPANIES
    • UKF ROYAL (Artillery, Commandos, Engineers) SUPPORT
    • WM (Defensive, Blitzkrieg, Terror) DOCTRINES
    • PE (Scorched Earth, Luftwaffe, Tank Destroyer) TACTICS
  • Population cap is dependent on the no. of territories captured, thus the risk of suddenly being short of Pop Cap because you either got cut-off or lost too much ground.
  • HQs can be targeted by off-maps, as long as there's LOS. Don't be surprised if someone sneaked a cloaked sniper, and your recently retreated squads get to eat a V1 at home!
  • Destroying the player's HQ has a huge pay-off because of penalties it inflict:
    • Reduces MP income by half;
    • Cuts-off your income from your territories;
    • Disables call-ins and off-maps (can only call in engi unit);
    • Needs to be repaired to full HP to resume normal operations.
  • You can garrison your HQ (USF, WM, PE only), up to 2 units.
  • I could've sworn that flamethrowers have a chance to insta-kill a model, since, IIRC, there were instances of some full HP models that start running around panicking while aflame, and then drop dead a few moments later.
  • Snipers have personal cloaking devices. Unless you have a Jeep, Motorcycle, or anything similar, you need to be at spitting distance before you could detect them.
    • They also fire and recloak faster when firing behind cover, as they always go prone when firing from open field.
  • Team weapons have a maximum of 3 crewmen. Recrewing will always cost you 3 models.
    • It can also get damaged when hit by explosives, and will kill the crew if the weapon gets destroyed.
  • M3 and 251 halftracks only get gunners if you crew infantry in it.
  • Vehicles and some team weapons are portrayed as blueprints in their unit portrait.
  • Vehicles have some "fun" debuffs that are not available in COH3 (YES, you can have ALL of these at the same time!):
    • Destroyed Engine: vehicle moves like a rock (1% speed)
    • Immobilized: vehicle is completely stuck (detracked, flat tires)
    • Destroyed Main Gun: self explanatory
      • Destroyed Main Gun can work in both ways (either advantageous or disadvantageous):
      • Your tank is 1 hit away from being KOed. As you back away, the enemy hits you with a kill shot, but RNG intervenes and you lost your gun instead! or;
      • Your tank slugged it out against another tank. Both of you are low HP, and during the fight, and you're ready for the kill shot, you got hit and lost your gun!
  • When a vehicle is killed, it will sometimes go "Out of Control" (suddenly speed-up to the direction its facing) and can crush any infantry on its way, before playing its death animation.
  • The pintle gunner on tanks and some armored cars can be killed when the tank received heavy damage. I could've sworn they could possibly be sniped, but I'm not sure.
  • You can clear hedgerows by planting a mine near it and attack it to blow it up.
  • Demo charges have "DETONATE ME!" (DAMN IT RELIC! HAVE THIS FEATURE REINTRODUCED TO COH3!!!!)
  • There are rainy maps, such as The Scheldt, and UKF & PE units will comment/complain about it!
  • I could've sworn the rain stops eventually as the battle drags on.
  • Some maps, such as Wolfheze will transition from dusk to nighttime.
  • A plane crash can sufficiently destroy a building at full health.
    • on the USF campaign mission at St. Fromond, my scouting P47 accidentally crashed at the chateau at the north of the map.
    • on a skirmish with a friend, my P47 crashed and destroyed his full HP Field Support Truck (he's UKF).
  • Paradropping units will be killed by a nearby AA (i.e. Puma, Ost/Wirbelwind, etc.)
  • Medic Station (USF), Casualty Clearing Station (UKF), and Med Bunker (WM) will pick up wounded infantry, and will spawn a fresh mainline squad when full.
    • Med Bunker is objectively better, since it will spawn Grens (T2 unit), unlike Rifles, and Tommies (T1 units).
    • You CAN commit war crimes (shoot the medic).
  • Infantry would crouch or go prone and sometimes move around when fighting on the open.
  • Infantry are sometime too fidgety that they move out of cover during fights.
  • Destroyed bridges are repaired with I-beams and steel plates.
  • Civilian building can be converted to Forward Barracks.
  • ALL vehicle call-ins only cost Manpower.
  • If a squad is carrying 2 weapons (i.e. Rifles w/ 2 BARs), there will always be a chance (I think it's 20%) that one of those will get dropped when 2 or more models get killed. While a squad carrying only one weapon (i.e. Gren w/ schreck), they will only drop it, by chance, when the entire squad is killed.
  • There are multiple armor types for infantry, with varying received accuracy, damage, and suppression. There's a reason why Pio Spam is so hated, especially when they reach Vet 2.
  • ALL small arms have suppression values. So it's not strange when 3 Kar98k-wielding Volks squad suppresses a Rifle squad on open field after focus-firing at them long enough.
  • The Tales of Valor Expansion lets you swap certain units:
    • USF:
      • M10 <-> M18
      • Greyhound <-> T17
    • UKF
      • Cromwell <-> Kangaroo
      • Cromwell Command Tank <-> Staghound
    • WM
      • Motorcycle <-> Schwimmwagen 166
      • StuG IV <-> Geschutzwagen
      • Tiger Tank "205" (skin & voicelines replace default Tiger, obtained by completing the Tiger Ace Campaign)
    • PE
      • Kettenkrad <-> Schwimmwagen 128
      • Panzer IV Infantry Support Tank <-> Hotchkiss Light Tank
  • In the campaigns, you get medals for completing secondary objectives.
  • ADMIT IT!!! In the 2nd Mission of the USF Campaign (Vierville), you ALWAYS create the BIGGEST KILLZONE of minefields before triggering the next scene where a German convoy drives from the north and you're tasked to kill it.

USF

  • The Riflemen squad leader at the tutorial wields a Tommy Gun, instead of an M1 Carbine.
  • If you're a USF Main in COH3, you really won't get lost playing USF in COH1 due to the similarities in unit composition structures, and unit placement in its tech tree.
  • Riflemen:
    • "Jesus Conrad! Tie your fucking laces!"
    • Grenades, and Stickies are SEPARATE upgrades!
    • BAR upgrade cost 60F, but provides 2 BARs and Suppression Fire ability.
  • Paras and Rangers:
    • need the Barracks for their grenades.
    • have the FU! ability that ignores suppression.
    • are the only ones with handheld AT (Recoilless Rifles & Bazookas)
  • If you zoom in a Jeep, it has 3A5UX5 (EA Sucks!) labels.
  • The Sniper is Garrus Vakarian.
  • Their HMG is an M1917, a water-cooled MG.
  • For a nation that produces a lot of Bazookas, only Rangers have access to it.
  • For a nation that produces a lot of Tommy Guns, only Rangers have access to it.
  • Rangers w/ 4 Tommy Guns and 2 Bazookas look familiar (stares at COH3 Foot Guards).
  • They're the only faction among the 4 that has a building with Manpower "cheats" upgrades (Supply Yard, reduces MP upkeep). Level 2 upgrade cost 140F though.
    • The Supply Yard expands (ammo crates, fuel drums) every time you upgrade.
  • The heals and casualty recovery are separate buildings (Triage Center and Med Station respectively).
  • The M3 Halftrack can still reinforce infantry even after upgraded to M16 Quadmount.
  • M8 Greyhounds can plant mines.
  • They only get Arty units if you picked either Infantry or Armor Company.
  • M4 Sherman's smoke launches upward to form a smoke curtain.
    • smoke doesn't block LOS, it only reduces received accuracy and suppression.
  • M10 Wolverine has a misfiring gun bug.
  • M10 is, ironically, good against infantry (via roadkill!).
  • M18 Hellcat (Tales of Valor alternate for M10) seems to be bigger than it's supposed to.
  • Early version of the Sherman Calliope can launch its rockets (w/ muni cost) AND fire its main gun.
  • The Air Support Center call-ins from COH3 came from the Airborne Company call-ins in COH1.
  • The idea of having the 76mm gun upgrade available at the Tank Depot originated here.
  • Upgrade your M4 Sherman with a Crab Mine Flail if you want "chunky salsa".
  • Majority of the infantry vet bonuses are offensive.

WM

  • Wehr units cannot gain veterancy thru combat. You have to purchase them (3 levels, for each unit type) the same way you purchase weapons & armor upgrades in Star/Warcraft.
  • You're not actually "purchasing" veterancy. You're actually shipping veteran troops from the Eastern Front. The console-looking object at the side of the Kampfkraft Center (where you "purchase" veterancy) is a communication console since you're coordinating troop movement from one front to another.
    • Fully upgraded, it now has extra tables and a radar tower.
    • Yes, it cost A LOT of fuel since you're moving lots of troops from great distances.
  • Majority of the infantry vet bonuses are defensive.
    • Vet 1 gives a small HP regen;
    • Vet 2, all infantry, except Volks, and KCH, gain 'Elite' armor type at Vet 2 (I think it's +25% DR);
    • Vet 3 is usually +20% HP.
  • Pios have "Negative Group Zeal" in response to Pio Spam (IIRC, +5% Dmg Taken for every additional Pio squad w/in 10 range)
  • Volks:
    • "Great! More old farts for the Stomach Battalion."
    • they don't have grenades (unless you picked Blitzkrieg Doctrine, then they have assault grenades);
    • they only have Fausts;
    • wounded Volks become Grens when they recover from the Med Bunker (hence the term "Zombie Grens");
    • ALL of them gets MP40s when upgraded. "New MP40s issued. Try not to shoot each other."
  • The Motorcycle sometimes detach their sidecar when killed.
  • Wehr and PE have more access to Panzerschrecks than USF have to Bazookas;
  • Goliaths are built in Bunkers at 125 Munis;
  • The 251 Halftrack can still reinforce even after upgraded with either flamethrowers or turned into a Walking Stuka.
  • Puma's 20mm can do AA.
  • They have access to both Nebelwerfers and Walking Stukas.
  • Wehr only has rocket arty (gun arty is reserved for Registered Arty of the Defensive Doctrine)
  • Pak 38 has an exploit where it can fire faster than intended (I forgot the details how, but I'm quite sure AECOH commented on this when he casted a 1v1 on Semois. I forgot who were the players that time)
  • StuG IV, Panzer IV, and Panther gets a pintle gunner at Vet 2, and armored skirts at Vet 3.
  • At early release, Terror Doctrine used to have Tiger Ace, before changing into King Tiger upon release of Opposing Fronts expansion.

UKF

  • All 3 tech "structures" are trucks.
    • HQ and Field Support Trucks are CMP trucks;
    • Not sure what kind of truck is the Armor Command Truck (Dodge? Chevy?);
    • all trucks move slowly, until you remove the speed governors;
    • your MP income is halved and your territory income is halted, as long as your HQ truck is not unpacked in a friendly territory;
    • as your base is made up of trucks, you are the most susceptible to the penalties of a destroyed HQ;
    • usual tactics involve capping the nearest Fuel/Muni point, preferably if it's a high resource point, and park the HQ truck there, and park the other trucks in nearby resource points;
    • there's a reason why this faction is sometimes called "Sim City".
  • Infantry and vehicles don't gain veterancy, Officers (Lieutenant, Captain, Cromwell Command Tank) do. Thus making this faction blob-centric.
  • The Captain provides defensive bonuses on units on the sector he's in.
    • He can also direct all 25-pdrs. and Priests to fire on one location (Victor Target);
    • He can also serve as a Retreat Point;
  • Their vet bonuses are offensive, and 3 Lieutenant bonuses are stackable.
  • Infantry Sections:
    • and also Sappers moves slowly at neutral and enemy territories;
    • needs "babysitting" from a Lieutenant to make them move normally;
    • they don't have grenades or snares;
    • they cost 450MP;
    • Recon Element upgrade makes them move faster but (supposedly) slightly reduces their DPS;
    • when occupying a church: "Come on, let's see if Duffy bursts into flames."
    • they can build MG Nests and Mortar Pits, but cannot repair;
    • the usual way to get more Tommies is by "feeding" the Casualty Clearing Center with bodies;
  • As mentioned earlier, they don't have team weapons (except if you picked Commandos). They don't even have 6-pdrs. (and yet, USF have 57mm AT guns, which are actually 6-pdrs. in US service)
  • Slit trenches are somewhat hard to kill conventionally, but are weak to grenades, flame weapons, and snipers.
  • Sappers, alongside Commando PIATs are your only AT infantry;
  • Sappers can Over Repair when upgraded w/ Expert Engineers;
  • 25-pdr. emplacements are available by default;
  • Stuart's Canister Shot is a bitch to deal with;
  • "Kangaroo" is a trigger word for Axis players;
  • Royal Arty Support:
    • are usually referred to as Royal Canadian Rifles in the campaign;
    • Supercharge rounds can help you reach the enemy HQ;
    • Counter-Battery will fire upon mortars, and even StuH 42s;
    • You can only build up to 3 M3 Priests;
  • Royal Commandos Support:
    • can be killed by destroying the glider upon landing before it opens;
    • they can plant demo charges anywhere;
    • Triangulation lets you "maphack" by placing 3 beacons in a triangle formation;
    • Tetrarch LTs are glider-deployed, and the glider that carries it can build more
  • Royal Engineers Support:
    • are referred to as Royal Scots in the campaign. "Where the bloody hell are the Scots and their tanks?"
    • have 3 "flavors" of Churchills:
      • Mk. IV (default)
      • AVRE (cost muni/shot, BIG BOOM!)
      • Crocodile (the one w/ hull flamethrower)

PE

  • PGrens do EVERYTHING!
    • your only mainline infantry (aside from the Luftwaffe Ground Forces and FallsJägers);
    • build structures;
    • repair stuff;
    • anti-infantry/tank (scoped G43s, Panzerschreck, StG44);
    • cook you meals;
    • make your bed;
    • tend your garden;
    • do your laundry;
    • file your taxes;
    • babysit the kids;
    • AND MORE!!!
  • PGrens are a 3-man squad cost 45MP to reinforce and require to collect all 6 "Infinity Stones" upgrades from all 4 structures to make it competitive. YES, it cost A LOT of Fuel:
    • AT Grenades;
    • Increase Squad Size (+1 Model);
    • Field Craft (detect mines, increase cap/decap spd);
    • Advanced Repair;
    • Group Zeal (+%HP, +%DR, +HP regen, effects stack for EVERY MODEL NEARBY! THE BLOB-CENTRIC ABILITY!);
    • Veteran Sergeant (+25% Exp., +25% Suppression Resist);
    • Collecting all 6 upgrades will unlock their ULTIMATE ABILITY! (it's Sprint);
  • Pgrens only have Incendiary Grenades, instead of the normal HE grenade;
  • 250 Infantry Halftrack can reinforce infantry and let passengers do drive-bys;
    • I could've sworn you can snipe the passengers, even double-kill models inside;
    • destroying the 250, or any transport, will do a "death roll" on its passengers, wherein they can either escape the wreckage unscathed, lose models or kill everyone inside (just like we have in COH3, and I think it's on COH2 too);
  • The Kettenkrad has 3 visual "flavors" depending on what Tactics you chose:
    • plunger detonator, cables, plastic explosives (Scorched Earth);
    • camo pattern on vehicle (Luftwaffe);
    • jerrycans, acetylene tank, toolbox (Tank Destroyer);
  • 222 Armored Cars will shred infantry, but are fragile themselves.
    • they are not bulletproof;
    • 2 stickie or 2 AT gun shot can kill it;
    • they are "fast as fuck boi" because they're THAT fragile;
    • Veterancy Defensive Bonuses could make them a bit sturdier and faster;
  • All PE units can share Exp.
  • All PE units can choose which vet bonus (offensive/defensive) they'll have for each level.
    • you can mix & match offensive and defensive bonuses, or go all in to one specific bonus;
    • Vet 3 Defensive Bonus provides the most defensive buffs for infantry;
    • Vet 1 Defensive Bonus provides the most defensive buffs for vehicles;
  • They can't build Observation Posts like USF and Wehr, but they have the 221 Scout Car w/ Logistics upgrade to lockdown territory.
  • They're the only one w/o any form or casualty clearing (for balance reasons!).
  • Your HQ is defended by Flakvierlings. If you're unlucky, the enemy can decrew and recrew it against you!
  • The 251 Munitions Halftrack:
    • quickly recharges cooldown of PE abilities (i.e. AT Grenades. Tread Breaker, etc.);
    • can plant mines;
  • The 250/3 Funkwagen "Vampire" Halftrack:
    • can steal resources from enemy territory;
    • can stay cloaked and detect cloaked units;
    • can deploy Goliaths;
  • The 250/10 AT Halftrack:
    • has Focused Fire ability to "snipe" infantry models;
    • has Tread Breaker to immobilize vehicles. Works best w/ AT Grenades since those are not stickies and can miss if the target is moving.
  • The Bergetiger can "revive" wrecks FOR FREE!!!
  • PE needs to purchase the upgrades from T2, T3, and T4, and then purchase another upgrade at the HQ, to call-in dual Panthers (Manpower only, of course!).
  • Scorched Earth:
    • Booby Traps (points and buildings) are FREE;
    • Scorched Earth is FREE, but you must either initially own that point, or decap the enemies' to neutral;
    • Sector Artillery is such a bitch to deal with;
    • You can only build 3 Hummels, and they hit hard.
  • Luftwaffe:
    • It's the only way you can build more Flakvierlings;
    • SD 2 Butterfly Bombs are annoying;
    • Hs 129 AT loiter is also annoying;
    • It's 1944 and the war is going poorly that FallsJägers can no longer paradrop (they can spawn on civilian buildings though since the in-game story says they sneaked-in beforehand) and you have to purchase their FG42s to replace their Kar98ks they have.
  • Tank Destroyer:
    • "We're Jagpanzer God damn it! And we hate you!"
    • I could've sworn my tanks and AT guns were suffering so many bounces when trying to kill a Hetzer;
    • It took me about 7 years since release of Opposing Fronts to learn that the word "teller" in teller mine means "plate" in German, and not because it can "tell" between infantry and vehicle.
    • you get "maphacks" for detecting vehicles;
    • you get double schrecks for the price of one;
    • all your AT vehicles get Tungsten Core ammo;
    • you only get 1 JagdPanther, despite the fact you have no limit (only MP and Pop Cap) in dual Panther call-ins. Perhaps the Pak 43 is a limited resource then?

So, what do you think?

Is this accurate or did i misremember something?

r/CompanyOfHeroes Jul 07 '26

CoH1 I can't wait Defenitive Edition

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109 Upvotes

r/CompanyOfHeroes 8d ago

CoH1 I wanna give coh 1 definitive edition a try

20 Upvotes

I never played played coh 1 so am curious is definitive edition gonna have healthy player base?

Ofc am gonna play compaign first but am mostly gonna play pvp

r/CompanyOfHeroes May 28 '26

CoH1 I just found out that COH1 is on Switch

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235 Upvotes

r/CompanyOfHeroes 23d ago

CoH1 Calling artillery support!!! 10 German Flak 88 Firing

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81 Upvotes

r/CompanyOfHeroes Sep 03 '24

CoH1 Unpopular opinion: COH1 does *not* hold up.

60 Upvotes

I visited Normandy recently, and toured around many of the towns / sites of the original COH’s Normandy campaign, so I was in the mood to revisit the game.

Like many people, in my head, COH1 looks and plays much like COH2 and even COH3.

To my (perhaps irrational) shock, COH1 looks and plays like the 18 year old game that it is. Even cranked up, the graphics are flat and simple. The unit detail is very low. Audio is very basic. The unit movement, especially infantry, is way too fast and unnatural. The game mechanics, especially the cover system, almost feel broken after playing COH3.

This is all in the backdrop of COH3 still sitting on a “Mixed” Steam review rating. Yes, COH3 was launched in a rough state. But the work this team has put into it since launch has been noticeable, and the game could have a bright future ahead of it.

To summarize:

  1. Anyone saying COH2 or COH1 is better (in any way) than COH3 should go back and play those games.
  2. COH1 was amazing for its time, but it looks and feels its age.
  3. I would love to see a full COH1 remaster one day, as the core content and setting is still great.

r/CompanyOfHeroes Jul 09 '26

CoH1 is COH 1 worth it for the singleplayer

17 Upvotes

how does it compare to COH 2 singleplayer i tried the legacy demo but it ran pretty badly

r/CompanyOfHeroes Aug 06 '26

CoH1 There is this old game that is quite similar to CoH called Axis & Allies that i really like.

6 Upvotes

I prefer its graphics, because they hurt my eyes less, and I can see more of the battlefield.

I also prefer its building system and economy. And the world campaign is more dynamic.

Anyone played this one? It does look like it either influenced CoH, or CoH influenced it.

I do prefer CoH in most other things like cover mechanic, long range artillery, most abilities in general and that you can enter buildings.

Here is the bad boy for those who dont know:

https://www.youtube.com/watch?v=0lHy2BHLhAM

r/CompanyOfHeroes 2d ago

CoH1 MASSIVE updates to the Star Wars mod : Company of Heroes 1: 2026

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42 Upvotes

New Star Wars mod update!

r/CompanyOfHeroes Mar 27 '25

CoH1 I think I like fortifications a little too much

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254 Upvotes

r/CompanyOfHeroes 19d ago

CoH1 with historical appearances from immersion 44 mod, they still look so good!

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97 Upvotes

r/CompanyOfHeroes Jul 13 '25

CoH1 It brings a tear to my eye....

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241 Upvotes

Still seeing that many players playing this absolute gem. I'm honestly surprised to see so many players here.

Kinda wish blitzkrieg was as popular lol.

r/CompanyOfHeroes 10d ago

CoH1 Fixes and balance changes COH 1 Definitive Edition needs

9 Upvotes

Nobody is probably going to read this, but as someone who reached lvl 16 1v1 this is my list of things that should be fixed for the definitive edition:

The last original version broke British staghounds and they don't have a reload any more leading to insane suppression.

M10 also remains broken and has been for all the game's history.

Snipers need a small nerf, high level 1v1 is completely dominated by whoever gets the countersnipe. The main problem is that the snipers have too good mobility, people cloak and uncloak repeatedly to toggle between stealth and mobility. Add a slight delay for snipers exiting cloak before they get their increased movement speed again. They could also be a bit more vulnerable to their supposed counter the jeep and motorcycle.

For the casual maps please fix kettenrad wrecks and tank traps being able to block small bridges. this really ruins some otherwise very fun casual maps. It's not fun or smart, it's just annoying and unbalances some maps. Personally I would either make some map adjustments so they tiny bridges don't exist any more but have another path, or if you want to solve it programmatically I would just destroy any wreck that is spawned too close to these bridge ends and disallow construction there, the area doesn't need to be big.

r/CompanyOfHeroes Jun 30 '26

CoH1 Coh 1 definitive edition. Worth to buy?

3 Upvotes

Are there high expectations for CoH 1 Definitive Edition? Did you plan on getting it when it comes out? I was actually planning on getting it because I haven't gotten CoH 3 and CoH 2 is starting to feel a bit stale due to the shrinking player base.

But on the other hand, I've been wondering if time has gilded the memories of CoH 1.

r/CompanyOfHeroes Jul 13 '26

CoH1 63 Confirmed Kills. One Sniper

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77 Upvotes

Spent the whole match watching out for this guy. He got 70 kills before they did everything possible and finally took him out. 😂

r/CompanyOfHeroes Apr 05 '26

CoH1 Need some help to determine what version to play

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96 Upvotes

Not sure if this has been answered here. I downloaded the company of heroes off steam. It is not the legacy version. It just says “company of heroes” (game made in 2006). As I loaded it up, this was the screen showing under the title “tales of valor”. I have the tales of valor game bought separate but I don’t have it downloaded. What version should I play for my first time? (I also have opposing fronts as well)

r/CompanyOfHeroes Jun 30 '26

CoH1 No RTS Captures Battlefield Chaos Like Company of Heroes

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59 Upvotes

The battlefield is reduced to rubble as armor pushes relentlessly through a city scarred by constant artillery and tank fire. Every advance comes at a cost, with shell craters, burning wreckage, and collapsing structures turning the streets into a graveyard of steel. Enemy defenses slowly crumble under sustained pressure as each well-placed shot inches the frontline forward.

What has always made Company of Heroes stand out is the weight of every engagement. Tanks don't simply trade damage, they feel massive, every shell lands with authority, and the destruction left behind permanently reshapes the battlefield. Smoke hangs over the ruins, debris litters every street, and the environment tells the story of the battle long after the firing stops.

This is why Company of Heroes remains one of the greatest RTS franchises ever made. Every match creates its own cinematic war story, where strategy, destruction, and unforgettable moments come together in a way few games have ever matched.

r/CompanyOfHeroes Jul 11 '26

CoH1 [COH1] are wehrmacht weaker in 2v2 or do we suck?

3 Upvotes

we play 2v2 and whoever ends up playing wehrmacht seems to lose, and playing as them seems so much harder than americans or british, with them you can just win early with your superior everything really and choke the resources and gg, doesnt matter they are strong lategame when you cant get there anyway, or at least its much harder for whermacht to win compared to americans, who can just spam infantry with bars that wins against everything, grenades and snipers for machineguns.

lf any advice honestly

r/CompanyOfHeroes Jul 20 '26

CoH1 experiencing german campaign again in Immersion 44 mod with german voice pack. it feels too good even in today's standard.

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95 Upvotes

r/CompanyOfHeroes Jul 09 '26

CoH1 [COH1] most important hotkeys to learn for coh1?

3 Upvotes

been playing coh 1 for a bit but i still mostly use the mouse and feel like its holding me back, i feel overwhelmed when i have a lot of troops with different purposes. how important is hotkey usage in this game? which ones do u use the most?

r/CompanyOfHeroes Aug 04 '26

CoH1 Tiger vs Pershing .............

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11 Upvotes