Members of the development team total war mod:

-Strike_07(creator of the Total War mod)
-baconatedfries(specializes in 3D modeling)

-Lucas(corsix mod studio work)
-saukopf(Chinese translator)

hello, now talk about some changes that were made in the mod

general changes for all factions:
- New command tree for all factions
- New damage system
- New infantry team
- Now all regular infantry (rifleman, grenadiers, etc.)
have the ability to throw grenades and antitank grenades
- Now all have team machine gun, mortar and sniper
- Now all have vehicles recognized
- Now all have halftracks
- New structures for heavy weapons
- Now all factions have light,medium and heavy antitank
- All the regular infantry can be
improved with some arms package as sub machine gun and light machine gun
- Now all factions have officers and combat medic
- There is now light tanks for each doctrine
- Now there are special tanks for each doctrine
- New sound and Explosion effect

general changes to the faction allied:
- In the infantry doctrine, now called the USMC riflemen
- The Rangers are built in barracks
- New infantry: usmc engineer
- The m26 pershing tank now built in tank deport
- New halftrack: m16, m21, t12, t48 and m15a1 halftrack
- New sites: m55 maxson AA - In armored doctrine, now called a single m26 super pershing
- In airbone doctrine called gliders, tanks like the jumbo sherman
- In the infantry doctrine can be called a tank like the Tiger II captured, and sdkfz 250 with 20mm canon captured

general changes to the British faction:
- In the doctrine commands are added a variety of infantry commandos, also can be called a captured sdkfz 222
- In the Royal Engineers doctrine can be called a tank, as the panther "cuckoo"
- New infantry units: sas squad, Canadian troops
- Can now build halftracks as the m5 halftrack
- Has added a new vehicle: light truck vehicles support
- There is more variety of bren carrier
- New vehicles recognition as the daimler scout car "dingo", stuar recce and jeep
- Further improvements to the infantry selection
- New antitank guns such as the m1 of 37mm and 6 pounder at

general changes to the axis faction:
- New Explosion effect for v1
- For the doctrine terror, now called the tiger ii, version porche
- For the blitzkrieg doctrine, now called a tiger ace
- New structures: flak bunker - Further improvement for Volksgrenadiers and grenadiers
- Now the tiger is built panzer command
- New tanks: i panzer, panzer iv ausf f1, tiger ausf e (latest version), elefant, etc.
- New variants for 251 sdkfz
- New variants for 234 sdkfz

General changes for panzer elite faction:
- New variants for sdkfz 250
- New variants for 222 sdkfz
- Further improvement for infantry airbone
- New tanks like the panther, tiger, panzer iv ausf H, jagdpanzer iv, Jagdtiger, etc..
- New antitank guns such as the pak 36, pak 38 and pak 40

this is a part of which is in the mod


I want to thank those who shared their work to:

- Relic
- Corsix
- Relic new forum members:
-MrScruffs (thank you very much for your work, I'd appreciate all life, Rest in Peace)
-Loran Korn(thank you very much for your work, I'd appreciate all life, Rest in Peace)
-Celéstial o Celution(is the same person :P)
-Lethal Dosage
-the community models projects

and a special thanks for helping me :
-Celéstial o Celution(is the same person :P)

is totally forbidden to edit this mod (only have the member permit the development of mod), moreover, is also forbidden to get some mod (models, skin, etc), if they want something send me a message

if anyone wants to join the group of mod developers, send me a message, but only if you know some editing mod (3d modeling, skin creation, programming, betatested,translators, etc.)

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Good News :D

News 2 comments

Hello everyone
I'm back
I was thinking and I will start again to edit the mod
so soon come great things for this mod
now I take care of correct all the mod bugs having to get a better gameplay
after that shall begin to edit the models leave half, the last time
well this is all for now

latest information

latest information


important information for the followers of this mod, read it please

company of heroes: Total War v1.0

company of heroes: Total War v1.0

News 33 comments

compatible with v2602(THQ version) and v2700(steam version)

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Total War Mod Update v1.0.1

Total War Mod Update v1.0.1

Patch 11 comments

Hello everyone This is a small update is to correct the bug of "Fatal Error AI" It is a beta version, so you can still have the error, if so tell me and...

Comments  (0 - 10 of 502)

Please,we need one working link with all mod.Please,do one big file with one link for downloading this good job.I like idieas in this mod and wana play in him.Thank you )

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strike_07 Creator

That will also be done, the download, I do not think, maybe it is for several links, but that can change when you release the mod

Reply Good karma+1 vote
strike_07 Creator

Hello everyone
I have good news, the release of the mod will be in a few weeks (the exact date I do not have it), this weekend I advanced the development of the mod, only need to do general revision of all units, repair bugs and other things Small, as I'm on vacation, then I'll work with the mod all these days. The wait is running out, just wait a little longer

Reply Good karma+6 votes

Hi Strike.

Understably this mod prolly took a lot of time and attention. Lately i was going through the old close combat games and i think a combination of these two formats would be pretty cool, intricate, interesting, broader strategy game.... combine company of heroes and close combat. Same type of map rotation like in heroes, same zoom in on units .....but also add a broader overview of the map or zoom out option like in close combat. Close combat gives you details about individual units. stamina, morale, ammo count and equipment.. I think the overview campaign map like in close combat would be sweet in heroes. Larger campaign map so you can move battle groups across a larger battle map like in close combat. The towns, cities , ports, route type maps...could just use the maps already created..just connect and spread them out to form a larger map. But still keep the base building element....could add a broader map overview building system. Like building and upgrading air before you can call an airstrikes, artillery or other support options you'll have to first build the bases that support the given support options. . You build it like any other base building game but it's larger zoomed out map overview builder...not that same as in battle base building. .. Game starts with each side having a given amount of troops. Each side has a "perk".. If you wanna keep it semi historical US could start at d-day. Off the shore line with ships and airborne. ARty support...and for these part of the game..ships could be buildings that produce troops on boats. STationary boats just for making units. Also supplies artillery and air support to take the shore line. US has to enter the war.... Axis would have bunkers ..Anti Air..some AT...Balance it out semi historical so that the amount of soldiers each side is given is winnable. US airborne would be dropped behind the front lines in the middle could pick the opening attacks happening. If axis want to retreat they can keep their men..over time everything built is useable until killed throughout the entire campaign. If the axis win most of the opening invitation i would say just end the game...but if the US makes landfall and wins the opening fights..the game moves on to win the war. After the first 3-4 battles which would be played company of heroes style but your just introducing a larger campaign map like close combat or axis and allies. Maybe break out a copy of close combat see what you think after playing it. ALso the close combat units are really slow combining a fast company heros format would be sweet. ANyways ..i thought that was cool idea. Ideas are endless just need to create it which i don't have the skills to.

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strike_07 Creator

Thank you very much for your comment. Several things you said are already in the new version of the mod. Other things you can not do as maps, although there are no maps, I can include in the package mod that they use to test the things I add to the mod

Reply Good karma+1 vote


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strike_07 Creator

I still have no date, this week I have been very busy and I stopped the development of the mod, for this weekend I will continue working on the mod

I also have many things to do for the mod, I am seeing if I can add new models, skins and skills. In addition to balancing the damage and cost of all units to make it fair. Of all this that I name, it is necessary to organize small things like the icons of the missing units, the names of the new units, and among other things

A lot of work, right?

The good news is that the mod does not have any kind of errors (so far)

Now I am the only one that is working with the mod and that is why I am delaying a lot in releasing it, I know that the new version has been publishing for a long time but I have been busy and I left the development of the mod. This time I will work as fast as possible for their release. I hope you have patience ;)

Reply Good karma+2 votes


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strike_07 Creator

Hello everyone
I have re-developed the mod, now I will try to release the new version with installer
Meanwhile I will upload some progress of what will bring the new version
I hope you can enjoy it

Reply Good karma+4 votes

strike_07 that is great news. Thank you for the work.

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strike_07 Creator

thank you very much! I hope you enjoy playing with the mod

Reply Good karma+1 vote
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Lowest Rated (2 agree) 1/10

suucks failure

Jul 27 2014 by kemaln

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