Battle of the Bulge 3.5 - Documentation
Jun 13, 2013 Guides 8 commentsThis pdf contains the changelog, credits and troubleshooting guide for the new release. It already is part of the 3.5 download, but we also provide it...

Early this morning, following heavy artillery bombardment, a large German force has penetrated US positions in the Ardennes Forest in Belgium and Luxemburg!! Allied High command is hastily rushing reinforcements to the area, to counter the surprise attack and prevent them from crossing Meuse river.
Can you stop the elite of the German panzer divisions, or vice-versa, lead them to victory? Find out.
The new version is delivered as installer version but wont change anything to your original CoH-Files.
Note: This Mod requires the orignal Company of Heroes (vanilla) and/or ToV and will not run on Opposing Fronts only.
Battle of the Bulge is a Mod focusing exclusively on the battles in Belgium and Luxemburg, December 44 - January 45.
It converts the Summer/Normandy Scenario of CoH into a winter scenario along with winter Maps, Skins and units.
Lots of emphasize has been laid on the look of the Mod. All skins are as accurate as possible, from uniform detail to unit marking.
EACH soldier in a squad has individual uniforms and equipment.
Occlusion effects, team colors, even territory borders and selection markers have been removed for visual authenticity.
Furthermore, the Mod's aim is to combine CoH game play with more realism and it tries to reflect the battle properly.
Therefore Panzerelite and Brits have been taken off the game ( Brits will show up as doctrine reinforcements, though ).
You can call in battlegroups which have originally taken part, like the 14th Cavalry Group or the infamous Kampfgruppe Peiper.
Tons of changes have also been done to unit stats, gameplay and doctrines. The units you can produce depend on the doctrine you choose.
The in-game doctrines have been changed to reflect historical units, read more below:
Airborne Division:
becomes the defensive tree. You have a lot of powerful infantry like airborne infantry, AT-teams and heavy mortars, but only little choice of heavy artillery or vehicles force you to really use airborn tactics - dig in and wait for the Cavalry.
Doctrines will even strenghten your infantries combat value, until you get full air support in the late game.
( note: during the real battle, both US Airborn Divisions were transferred to the battlefield by trucks -
so you wont be able to paradrop in this mod, either. )
Infantry Division:
still well rounded, with good defensive and artillery units, combat engineers and fair armor.
Doctrines give you more production bonuses and send armored combat groups to the battlefield.
Armoured Division:
Like in vCoH, this is the most powerful, but slowest to build Division... but mobile artillery like Priest, and many tanks like the Sherman Easy Eight, Jumbo Sherman and the M36 let you gain the initiative.You will even receive tank reinforcements by the British.
7th Army
Consist of Volksgrenadier and heavy Fallschirmjager Infantry, light artillery and heavy antitank equipment, Mobile units are mostly antitank...the doctrine gives you enhanced defensive options like trenches as well as some armored support.
5th Panzerarmy
The most rounded tree... good Infantry units like Panzergrenadiere, some early ATs, mobile Artillery and fair battle tanks as well as doctrinal refitting options and powerful offmap units like Jagdpanther and Sturmtiger
6th SS Panzerarmy
Focussing on heavy mobile Firepower... mobile artillery units like Hummel and Maultier and the heaviest tank in the game, the Kingtiger, give you full force in your advance.Fanatism boosts your troops fighting spirit and the hidden "Operation Griffon" Teams spread sabotage and confusion behind enemy lines.
One of the the biggest changes is a general elimination of the Point Capture system. Now we use ATC, by AGameAnx which is a script that checks the No. of units in territory, and the faction with most units inside captures the territory after some time. Observation posts have been eliminated, too.
for more info about ATC, -> go here <-
The Credits:
Coding: Halftrack, Panzer Jager, TornadoX
Coding Aid: (with many thanks) Copernicus, Xalibur, Dartbourne, cf_nz
ATC: AGameAnX
AI Coding Help: Sweeten 2142
Suurender Script: Wilco, Muad`Dib, Berse
Maps: Lord van Dalen, Tarlak501, Henry666, Nobody ,Empa,$-texas_$, Regis91, Halftrack, tskross
Skins: Halftack, tomarces, tskross, Mr.Scruff, Lord van Dalen
Skins used: Sig21Surgeon, Georider, GniGruH, Spaulick, Slayerknecht, Daniel_Pufi
UI GFX: Doombringer, Halftrack
SoundFX: LoranKorn,GameRisin, Xalibur
3D Models : Halftrack, Skyward, Inukshuk, Mr.Scruff,
Animation and OE work: Tankdestroyer, DarkbladeCR, BurtondrummerNY, serg_codmod
CoH Community models: DMz, Beefy^, Eliwood, Tiger 205, Hartkeks, Slayerknecht, Ellipirelli, LoranKorn, AGameAnx, Aidas2 , Gurdy, Inukshuk, Adiya, BurroDiablo
website and forums Admin: Fiffa
PR & Web GFX: tskross
Installer: Luc
"Box Art": Gareth Hector
Translators: Dartbourne, Ursidey ,Saukopf, Hunter_ITA, Bobby_Wan_Kenoby, Pitchy8, Mmaruda, tskross
Betatesters for 3.5:
and all hail goes to the many,many betatesters of the former versions, players, feedbackers,all the helpful people in the CoH modding forums, which are unfortunately too many to mention
*BotB will neither affect your ability to play regular CoH, CoH:OF or CoH:ToV, nor will it affect your ability to play other CoH mods.
4 comments by Halftrack on Jun 12th, 2013

In those 6 scenarios you have different doctrine choices and access to
different units which have taken part in the historical battle.
But, as always, the core mod also was worked at.
New abilities and upgrades, bug- and AI fixes will make your battles even tougher.
New skins and models will make it look more authentic.
- all Units come from offmap
- Troop surrendering now working flawlessly, even in Multiplayer
- gamemode "quickstart" overhauled, throwing you directly into combat
- units in houses become invisible much longer
- soldiers dont leave cover by themselves ( no order necessary anymore )
- 5 new maps, 1 old map re-activated
- many bugs fixed
supported language versions:
chinese, czech, english, french, german ,italian, polish, russian (partly), spanish
This is only a small insight of the new features that BotB 3.5 has to offer.
Better take a look at it yourself.
Or have a detailed look at the changelog, available in the download section.
And of course, there are bugs. Unfortunately. But you can help us getting
rid of them by reporting what you find. Best in our forum here or on our website:

This pdf contains the changelog, credits and troubleshooting guide for the new release. It already is part of the 3.5 download, but we also provide it...
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Hey I think it would be cool when u could replace the Jagdpanther with the Jagdtiger :P
I think it would fit better with the German Panzerdoctrine ^^
The mod is historicly accurate and jagdtiger never participated in the Ardennes.
The Jagdtiger WAS USED in the Ardenn- offensive for sure!
Just google :P
I know that there were only 84 Jagdtiger`s ever built in WW2, but that was enough to set up a Jagdpanzerdivison. And also some of them were in the Ardennes.
No, they werent. Jagdtigers were deployed to sJGpz Abt 502 and 653,
neither of them assigned to any of the 3 participating armies
( 5th, 6th, 7th ) . I have not seen ANY photo or read any combat
record of Jagdtigers in the Ardennes battle. They did take part
in operation Northwind, though.
On the other hand, Jagdpanthers were deployed and saw combat in various
numbers. So no need to change anything. ;)
sry ^^ 73 were built and 2 Divisons had been set up :P
And again, just google ^^
Would it be possible to train Armoured infantry as well as call them in ?
Well, US Armor Doctrine trains them, and they come with 3 call ins,
but cant be called in seperately. What for ?
Becasue I really like them :P
It would be cool to make a big army with them.
;D
cheers halftrack,think i'll give this a whirl then!
it is also for single players, in fact most of BotB players
dont play MP, but it has no campaign, just skirmish maps