Welcome to Company of Heroes: Eastern Front!
Eastern Front is a free mod for Company of Heroes. Following the ethos of mimicking a Relic Entertainment expansion pack, Eastern Front has succeeded in adding a full Soviet faction packed with unique and exciting units to the existing armie as well as the rugged Ostheer - a unique new Axis faction who was designed from the ground up to counter the Soviets s - a feat never before achieved in the Company of Heroes world.
We are constantly working to improve Eastern Front; our dedicated and experienced development team has worked on the mod for three years, and we don't intend to stop yet. The future will bring new campaigns, new reward units, further game mechanics and an overall better experience.
Special thanks to everybody who made this mod possible, including our supporters.
Extra Special Thanks to Christian Werner von Schlippenbach and Loran Dennis Kornis, much admired fellow modders who contributed so much. May you Rest in Peace friends.
Before downloading Eastern Front, please ensure that you have Company of Heroes patched to 2.700, this is vital as the mod relies on certain features from this latest patch. All future updates will be applied automatically through the Launcher.
-Does NOT require an existing Eastern Front install-
-Requires Company of Heroes ver. 2.700.2.42-
NOTE #1: Relic integrated Steamworks on Company of Heroes and turned off
the old servers since May 7th, 2013, this means the retail version is no
longer officially supported by them, so from now on, Eastern Front
can be played only with the new Steam version of CoH which
appears listed as "Company of Heroes (New Steam Version)"
in your Steam library. You can add your old CoH key in
Steam, for more information please read this.
NOTE #2: Eastern Front mod can be played in any CoH game
that is updated up to version 2.602. But you need to
install the compatibility fix for 2.602 in order to
not get a crash. If you install this fix in any
other version of CoH that is not 2.602
your mod will crash. We do not
support development for this
version of EF, so play
it at your own risk.
We are warning you now that your query may not be answered by an Eastern Front developer if you post it below. We have probably already found an answer to your problem, so please follow this link to find the solution that works for you.
This day we bring to you the new tech tree layout for the Ostheer faction. If you thought than Soviets in the previous update got huge changes then Ostheer ones would be even bigger!
The main problema we faced with Ostheer is the pool selection system, what the players think of it? What can be done to improve it and not make the gameplay boring? Are the units we use justified for the pool scenario we handle? Aren’t too many units for Ostheer?
All of that made us think and rework the system several times, but right now we have something that we find interesting and fun to offer in place of the old system. So here we go:
The headquarters still have the Sturmpioneers as basic unit along with the Assault Pool and Support Pool upgrades, however, it also stores several key global upgrades for the Ostheer Commander:
The Famo is available in this building, although it requires the first Vehicle Modernization upgrade to be produced.
The Sturmpioneers have mostly the same skills, however, they now have the panzerfaust ability as anti-tank measure and can build Observation Posts (since the Opel Maultier is no longer available). Also, Panzernests are the base defense buildings now and no longer tied to the Fortress Army Troops Tree.
It is not shown in the pictures, but actually their OP building is the concrete emplacement and not the one used by Wehrmacht and American forces.
This building now features this selection of units:
The Skirmish Commander has now two abilities related to air support: A recon one and a bomb strike one. It also continues to offer a passive aura which effect vary depending if the player researched the Assault Pool or the Support one.
Landser squads have the skills to build some defensive structures and to purchase weapon upgrades in the form of the Mkb42 (H) or the Panzerschreck 43. They also can get anti-personal and smoke grenades.
The Kubelwagen remains the same (no upgrade, both weapons available from the start).
There is an armoured vehicle counter in this building, the Pak 97/38, which is a combination of a 75mm French field gun barrel with a new muzzle break attached to a Pak 38 carriage. It’s penetration is lower than the Pak 38 but still enough to combat medium tanks without problems. It can use HEAT rounds.
Although, the Pak 97/38 was temporary a solution against the new Soviet armour due to the lack of power of the Pak 36, the real anti-tank solution was being produced at the same time, and it is the Pak 40. The Pak 40 requires the Support Vehicle Modernization level/upgrade 2 and can fire Panzergranate 40 rounds. The Pak 40 replaces the Pak 97/38 in the production building, but the units already deployed in the field won’t be replaced.
This production building is unlocked after the Tier 1 building is finished. The units it can produce are Heavy Machine Gun teams, Marksman squads, Halftracks and Panzer III tanks.
It has a single global upgrade that improves the Panzer III main gun and chassis and affects all the units already produced or to be produced.
Heavy Machine gun teams and Marksman squads remain with little changes, so you can say they are practically the same than in the previous version regarding their functions.
Halftrack squads can transport only one infantry squad whose size is up to six members. It can be upgraded into the Mortar Halftrack (Sdkfz. 251/2) or the Drilling Halftrack (Sdkfz. 251/21) depending on the Pool selected.
The Panzer III has now two cumulative upgrades: Purchase the top gunner (AA MG 34) and to make it a Flammpanzer III, replacing their anti-tank capabilities for anti-personal ones. And has a smoke ability to help to escape when in a pinch.
This production building has the following units to recruit: the leIG 18 team, the Panzer II “Luchs”, the StuG III, the Panzer IV and the Panzer V “Panther”. It is unlocked after the Tier 1 building is finished.
It also has two global upgrades available for the player: One for the Luchs that allows the vehicle to use phosphorus rounds; the other for the Panzer IV and Pak 40 that grants the Panzergranate 40 rounds.
The leIG 18 is an artillery unit, that can be relocated anywhere where is needed. I cannot autofire, but has a barrage ability.
The Luchs is a fast light vehicle used for recon purposes and has a 20mm KwK 38 cannon which makes it excel in against infantry skirmishes.
The StuG III is an important asset against heavier armoured units, and has a camouflage skill which helps it to ambush enemy units. It can be upgraded with a MG 34 gunner.
The Panzer IV has also a camouflage skill and can be upgraded with a MG 34 gunner.
The Luchs, StuG III and Panzer IV have the same smoke discharge ability than the Panzer III.
Once unlocked, the Panther will replace the Panzer IV production but it won’t replace already deployed units. It can also be upgraded with a MG 34 gunner.
This is a new support building which makes use of the Luftwaffe Forces to improve the flow of the Ostheer gameplay. This building requires the Tier 1 to be finished to be unlocked.
The first set of upgrades are named Army Supplies I and Army Supplies II, which lowers the manpower upkeep.
The second set of upgrades are named internally Luftbrücke I, Luftbrücke II and Luftbrücke III (which would be Luftwaffe Air Bridge I, II and III in English - WIP) and increase the munition income for the Ostheer player.
The third set of upgrades are meant to unlock the Skirmish Commander squad abilities. Close-Air Support I and Close-Air Support II, the former unlocking a bf-109 to recon a requested area and the latter which unlocks a Stuka air strike which drops a bomb in the targeted area.
Building this advanced structure also grant the Ostheer player of two abilities: Medikit Airdrop and Brandenburgers. Both are more or less the same as they were in previous builds.
This would be all for this new update, but before finishing we need to say this: Thanks to the beta testers and balancers who gave us feedback to continue working into improving Eastern Front, without this we would have been in the limbo for more time.
Also, we proudly announce we have a new member helping us with the models we still need to do to release in steam, his username is Dark Sentinel. Thanks to him we can dream for a better release date. Here is a screenshot of the new KV series tanks, made by Dark Sentinel.
If you have any inquiry or comment feel free to leave it in the comment section, we will try to answer as fast as we can. Also, if you have a bug to report, remember to do it in the Bugs & Tech Support section in our forums (and remember to read the stickied posts before posting).
See you later!
Archaic Entertainment Team
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Highest Rated (36 agree) 10/10
For those who know what Company of Heroes is, I will just review what the Eastern Front mods does. Overview: This mods adds the Soviet Union and soon the Ostheer, or the East Germany Army, to the Company of heroes game. You can still play the other factions, so there isn't a need to panic about not being able to play the Us or the Wermacht. Gameplay: Playing as the Soviets can be both fun and difficult. You begin the game with no engineers, and upgrades cost both fuel and ammo, so you can do what…
Jan 21 2010 by moraman
Lowest Rated (25 agree) 3/10
Simply, the Soviet faction is crap, the infantry is weak and costs too much, and if you actually can manage to play a game online your bound to get pwned by any other faction, even the US could kick the Soviet's ass easily if you could put them against each other. ------------------------------------------------ Update: Id be happy if they properly balanced their own units. Jagdtigers that are weaker than King Tigers, over expensive upgrades and units, units that aren't equal to the resources they…
Jan 21 2010 by ComradeWinston