Welcome to Company of Heroes: Back to Basics!

Back to Basics is a full conversion mod for Company of Heroes and its expansions. Along with new units, abilities, upgrades and commander trees, the mod adds a balanced but entirely new weapon damage system. The focus is on improving and expanding gameplay while adding additional tactics to both aggressive and defensive play.

Overall, the damage model is much more lethal than vanilla Company of Heroes, adding realism and more consequences to mistakes, but at the same time it is also as fair as possible with almost all instances of instant squad wipes removed from the game. Those who take the time to understand the depth of all the units and the entirety of the mod's damage model will find that the battles are less static with a huge spectrum of different play styles being viable. Combined arms, support weapons, officers and unit positioning are extremely important.

Penetrating vehicle armor can have strong consequences - there are much more critical hits involved in vehicle combat. No tank can take endless punishment. That said, the element of randomness is minimized as much as possible, there are practically no one-shot kills, the accuracy of each weapon is redone completely, the penetration values are intuitive and fair. Experienced players can have a good understanding of what the outcome of vehicle battles will be.

Artillery damage model is completely redone as well. While it is still perfect for accruing damage over long games and flushing out dug in enemies, the splash of artillery damage works very differently to vanilla. Each impact has a large area of effect, applying a lot of damage to squads nearby but the lethal radius of the explosion is not very large, minimizing instant squad wipes. Infantry in trenches can actually be shielded from the blast and the same logic applies to armor - only the shells that hit very close-by are most dangerous. Artillery as a tool is extremely powerful but comes and a high cost of all three resources in the game. Munitions income is very important in order to use it consistently as every barrage has a munitions cost associated with it. Munitions denial can be a good method of stopping the damage from coming in.

The mod includes a slew of aesthetics improvements. Graphics, sound, UI, unit skins, ground textures, physics all have been improved:

  • New weapon and engine sounds
  • Weapon tracer beams have been completely reworked
  • Additional "fake" ambient occlusion shadows for infantry added
  • Custom made ground textures with additional detail added
  • New unit skins for every unit in the game
  • Improved models and model details for some of the more iconic units
  • Improved crater textures with additional specular maps and fixed crater depths
  • More realistic and less floaty physics. Increased ground friction, modified gravity which allows for more realistic look for those massive explosions where sometimes you see a crew member of a tank flying half way across the map
  • Additional minimap icons for specific unit types allowing for quick reading of the battlefeld
  • New high quality unit icons, symbols and portraits
  • Modified camera controls - increased default zoom, showing a larger portion of the battlefield, faster transitions allowing for lower response times and overall more responsive controls and experience.
  • Improved unit descriptions for each unit providing full information about their features

The AI in Back to Basics receives almost as much attention as the rest of the features. AI features and improvements include:

  • A completely new decision making system for units. AI will choose its attack approaches very carefully, flanking constantly and hitting you where you're most vulnerable
  • Improved decision making regarding defensive play. The AI can now actually make a decision to become defensive, stop attacking you and consolidate its forces until it sees a new vulnerability or has enough units to push again. This is also influenced by number of Victory Points remaining, by the percentage of territory it already has and other minor factors
  • Vastly improved unit preservation - AI will keep artillery behind the lines, away from harm. The retreat logic is completely redone by a completely custom script that controls it, allowing for proper retreat decisions to be made
  • Improved point capture decisions - AI will try to avoid capturing points under fire, capture key points to break off your territory, capture points in an order which lends to its faster arrival to the frontlines, capture high resource points faster
  • Improved game start for AI. AI will appear near the frontlines much faster, especially near high resource points, and try to keep the pressure on you from the very start
  • A wide variety of game breaking AI bugs fixed
  • Full support for all the mod's units and abilities
  • Vastly improved usage of standard game abilities
  • A custom script controlling where AI targets its offmap abilities
  • Improved build decisions for all structures
  • A comletely overhauled decision making system for purchasing units. AI should always spend its resources and buy every unit in the game while still trying to counter what you have and make logical decisions in regards to any type of special units
  • Vastly improved defensive structure placement. There are now ~70 markers added to every vanilla map that allow the AI to use additional logic with, including placing defensive structures. AI should always build defensive structures near the front line but not directly in harms way. Decision making for which defensive structures to purchase at which point in the game is vastly improved as well
  • Custom scripts added which control the behavior of mortars and MGs for AI. This prevents AI from ever running in with these support units into your defensive line and instead places them in strategic positions facing approaches that lead to the enemy
  • Custom script added that controls British HQ placement. The script makes decisions between travel distance, overall danger of the area, whether or not the point is a high resource point and other factors
  • Officers will now follow and support other units in a logical manner
  • Improved other unit behaviors, such as tank flanking and entering buildings

Launching the mod

Make a shortcut of the game using steam, go to shortcut's properties and add //-mod Improved -dev to the end of the target line.
The entire target line should look like this:

steam://rungameid/228200//-mod Improved -dev

Note, that LaunchBtB.bat shortcut that comes with v3 release of the mod does not work with steam

Alternative method hiding the prompt

Go to your steam install directory (for example: C:\Program Files\Steam) and make a shortcut of Steam.exe
Move the shortcut to your desktop, change its icon if you want
In shortcut properties add -applaunch 228200 -mod Improved -dev to the target line. The result should look something like this:

"C:\Program Files\Steam\Steam.exe" -applaunch 228200 -mod Improved -dev

Additional target line parameters

You can add some additional parameters to the target line which will slightly increase game's performance, unlock all campaign missions without you needing to finish the campaign from the start and skip playing game intro movies

-novsync -unlock_all_missions -nomovies

Download Back to Basics v3.0

Before downloading Back to Basics, please make sure that you patched Company of Heroes to v2.602
Back to Basics v3.0 FULL
Mirrors: Rapidshare 1, Rapidshare 2, Mega, StrategyInformer, CloudZer
Does not require a previous installation of Back to Basics. Make sure to
remove any existing Back to Basics version before installing.

Download Back to Basics Update v3.1

Back to Basics Update v3.1
Requires a v3.0 installation of Back to Basics.


We really appreciate all kinds of feedback. Let us know here on ModDB or on RelicNews what you think about the mod and we are sure to reply

A special thank you to everyone who helped us make this mod possible

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Blog RSS Feed Report abuse Latest News: Back to Basics v3.1 Update

7 comments by AGameAnx on Mar 24th, 2013

Visit the download section on moddb here to download the patch. Additional mirrors will be available later on as we upload the patch archive to them.
Full changelog:

- Fixed reported typos.
- Improved unclear descriptions of units, abilities and upgrades.

Global Balance Changes:
- Turret Machine Guns firing arc decreased from 360° (180° to both sides) to 120° (60° to both sides). This makes it slightly easier to flank tanks and vehicles with a turret mounted Machine Gun.

- Fixed a bug where the M4 'Assault' Sherman could not target Bunkers and other Structures.
- Turret M2hb .50cal HMGs weapon tables fixed. This is a flat nerf for the weapon, as it had a way too high DPS at all ranges.
- M2 60mm Mortar Setup time increased from 1.5s to 2.4s, to match all other mortars.
- M26 Pershings come no longer with a Tank Commander by default. An upgrade which also gives the same modifiers as all Tank Commanders can now be purchased individually for each tank.

- Added a special Campaign-only Canadian Infantry squad to the Headquarters Command Truck, who can be deployed in certain missions. This squad is more similar to the Infantry Section:
* Three upgrades available: Flamethrower, Bren Light Machine Gun or a Boys AT Rifle.
* The ability to throw Grenades and Sprint.
- Fixed a bug where the Tetrach was unable to fire its main gun after upgrading the Littlejohn Adapter.
- Fixed the missing Flamethrower for the Canadian Infantry.
- PIAT reliability at medium and long ranges has been increased.

- Fixed a bug where the Sturmhaubitze 42 could not target Bunkers and other Structures.

Panzer Elite:
- 81mm Gr.34 Mortar Halftrack setup time increased from 2.2s to 2.4s, to match all other mortars.

- Liberation of Caen: M01 Authie
* Increased initial munition count to 600
* Decreased emplacement build time from 0.5 of original build time to 0.35
- Liberation of Caen: M03 Carpiquet
* Fixed missing Canadian Infantry in the Headquarters Command Truck
- Liberation of Caen: M04 Carpiquet: The Airfield
* Fixed missing Canadian Infantry in the Headquarters Command Truck

- Crucial AI attack priority logic improvements for Easy, Medium and Hard AI
- Fixed an important bug where AI would stop controlling its units
- AI reinforcing is now controlled manually through scar making AI not waste any time reinforcing its units
- Improved heavy weapon setup logic
- Improved early game attack logic slightly
- Improved axis AI logic for purchasing pak38
- Slightly improved AI artillery targeting logic (preventing AI from targeting single squads too often)
- Decreased priority for some AI point types to prevent it from clumping units
- Removed low priority markers from all the maps to prevent potential issues with them (they weren't placed properly)
- Decreased Assault Sherman priority
- Decreased Fuel bonuses
- Increased Munition bonuses to match manpower bonuses
- Slightly changed 3rd level of production purchase logic, eliminating the cases where the upgrade would switch back and forth

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Back to Basics Update v3.1

Back to Basics Update v3.1

Mar 24, 2013 Patch 7 comments

[REQUIRES BACK TO BASICS V3.0 AND COMPANY OF HEROES PATCH v2.602] This patch addresses some gameplay bugs and imbalances, fixes some language errors and...

Back to Basics v3.0 FULL

Back to Basics v3.0 FULL

Feb 25, 2013 Full Version 42 comments

Latest full release. [REQUIRES COMPANY OF HEROES PATCH v2.602] Patch v3.1 available for this release of the mod.

[OUTDATED]Back to Basics patch v2.1

[OUTDATED]Back to Basics patch v2.1

Jun 15, 2012 Patch 6 comments


[OUTDATED]Back to Basics v2.0

[OUTDATED]Back to Basics v2.0

Jun 6, 2012 Full Version 8 comments

[REQUIRES COMPANY OF HEROES PATCH v2.602] Back to Basics v2.0

[OUTDATED]Back to Basics v1.2.2

[OUTDATED]Back to Basics v1.2.2

Apr 18, 2011 Patch 19 comments

A small patch that fixes various gamebreaking stuff.

[OUTDATED]Back to Basics v1.13

[OUTDATED]Back to Basics v1.13

Nov 9, 2010 Full Version 14 comments

After a long delay, we are proud to annouce the release of version 1.13 of Back to Basics. We have been working very hard on this, perfectionizing things...

Post comment Comments  (70 - 80 of 1,090)
Guest Nov 8 2013, 7:47am says:

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EasyCompanyofFrance Sep 22 2013, 4:31am says:

Hello all
should solve the problem of missions, because in version 2.0 and patch 2.1 the campaign SS works very well but in the countryside british PC for fire Deploi not do this .. and vice versa in version 3.0 and patch 3.1 the british campaign works correctly but when the campaign is launched SS ide us that there are "fatal error", so would it be possible to resolve problem to be in a patch or a new version of this mod ??

+1 vote     reply to comment
TheSoldier Sep 5 2013, 2:50pm says:

So, is this dead? I hope not.

+1 vote     reply to comment
AGameAnx Sep 6 2013, 6:33am replied:

There was one final patch planned but at this point the work has been stopped for a ridiculously long time. We would definitely like to fix the campaign errors, but that's something only I could do, and there are some pretty big attrib changes that need to be done, but that's mostly Celestial's side and he hasn't been modding for ages now, aside from very small things. He was busy with school but now neither of us are interested. It's pretty weird that he even stopped replying to comments, the dude is just never around anymore, and it's his mod.

It has been mostly me screwing around for a very long time. I was almost making a v4 of the mod or something, but not making changes for the patch... It was a complete dumb rebalance full of experimentation which wouldn't ever work, with a new feel for the combat inspired by some of CoH2 ideas merged with realistic feel and stuff, in small but meaningful ways... But that's definitely never going to be released. And now I'm just playing other games and CoH2, waiting for mods to be enabled for that (hopefully they will be...). I don't even have CoH1 installed at this moment in time.

So it's up to you whether you want to officially declare the mod at its last and final release or not, I know most people will. Wouldn't use the word dead here, I really believe it's a great fking mod and while we have a list of fixes that we want to do, that list can never ever become empty really, not with a team as small as ours.

+2 votes     reply to comment
AGameAnx Sep 6 2013, 6:33am replied:

You should probably try 1v1 your friends once if you want something new in your life, lol. I'm fairly sure nobody still actually realizes what the multiplayer is for this mod... It's pretty much a new game with new strategies. We balanced the game for that for such a long time, and nobody appears to play versus other players at all :P And if they do, for some reason they always go for Brits, which is the least balanced faction of all by far, hahah. Or maybe this impression is just the result of us only hearing about the bugs, not the things people haven't had any problems with.

Anyway, I haven't talked to Celestial in a way where we would say that yea for sure we're never going to support anything about this mod anymore, no. In fact, if there are changes that could benefit people a lot but not take too much time - we'd most likely do them. I do still check this page quite regularly. But regardless, at this point it's definitely time to move on to new things, don't expect an out-of-nowhere full fledged release full of new features, that's for sure.

And thanks for everybody who supported us, for the most part even the criticisms were really cool and understanding, which is not something I would have expected initially. Cheers, gl hf and keep being awesome.

+2 votes     reply to comment
TheSoldier Sep 6 2013, 9:52pm replied:

I would be more than happy to supply any models you need, being a modeler, but since this is more of a vanilla-based mod, I don't expect you'd need many.

It does seem as if development has stopped. My version of a dead mod is if development has stopped, it's dead. Although it's up to you to say if that has stopped. ;)

+1 vote     reply to comment
Celution Sep 7 2013, 6:42am replied:

Thanks for the offer about the models, but development isn't on a hold because of a lack of things that need to be done. In fact, there are some major things that could be done that require a lot of work. Particularly vehicle hitpoints balance, it currently needs a major overhaul statistics-wise to make further development around vehicles much easier. This however would be a huge project to do. AGameAnx also had plans for massive AI control and rework, and there were many other things like the campaign that need improvement to be properly compatible.

The summer has been quite busy for me, I've been on holiday, had many guests over and I moved 350km from home to start University, which is now also taking a lot of my time that I simply do not come around in playing or modding CoH anymore. I also play other games at this point like World of Tanks, in which I also participate in tournaments. Not to mention Battlefield 4 is close to beta stage, for which I am extremely looking forward to.

We also came to realize that CoH1 doesn't hold enough variety anymore. There's no story in any particular match, whcih is what we are missing from it. As we've both played this game since its initial release in 2006, we've become perfectly aware of all the small things, that it decreased the fun experience of the game. Not to mention that CoH1 has pretty flawed things like the cover, penetration or accuracy mechanics work, which limit our actions and dreams even further.

As AGameAnx pointed out, we haven't really officially declared to cease further development, but do not expect any radical things happening anytime soon. I'd like to fix most of the mentioned bugs around the direct gameplay and to release it as a patch, but we'll see if that will happen.

I'd also want to make a big shout-out to everyone who has been following us for such a long time, giving criticism and bug/balance reports, which definitely has helped us out a bunch during the development. Cheers everyone! :)

+3 votes     reply to comment
TheSoldier Sep 7 2013, 8:07pm replied:

I understand. Good luck with University and the mod. :)

+1 vote     reply to comment
EvilAngel Sep 1 2013, 7:34pm says:

******* scar errors at the end of missons or at the beginning

0 votes     reply to comment
bingo12345 Aug 11 2013, 6:16am says:

infantry on half-track can't use their skill

+1 vote     reply to comment
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Company of Heroes: Opposing Fronts Icon
Synthax Studios
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Release Date
Released Aug 16, 2008
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101 votes submitted.

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Highest Rated (4 agree) 9/10

The mod is very realistic and the models are goodlooking.

This is worth trying. I enjoy it, and i'm sure, hundreds of people with me.

Mar 21 2011, 4:29pm by Boogie85

Real Time Strategy
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