Endgame is a competitive multiplayer mod. Taking inspiration from the game of chess, the objective of each game is killing the enemy's command squad while protecting your own from harm.

-- Each player starts with a set amount of resources and is unable to gain any more, making each unit precious and irreplaceable.

There are no base buildings, no tech-ing, and no territory capture. Units are quickly built and walk on from the edges of the map. The gameplay is entirely about combat.

-- All players start with 3 doctrine points and can choose one major doctrine and one minor doctrine unlock. These unlocks change what units and abilities you have available to use. Depending on which tree you choose, when your command squad gains veterancy level 3, a single use super-ability will be unlocked. These abilities are extremely powerful and will only last for a short amount of time. Use them wisely!

-- Find the playstyle that fits you the best: choose the doctrine unlocks and purchasable abilities that support the kind of player you are. Are you an aggressive player who likes to have a small but deadly force? Or will you attrition your opponent down slowly but surely? There are twelve doctrines overall to choose from! Even though every player has access to the same units and abilities, it is these choices that define how each army will play.

-- All the factions are identical: the only difference between the Allies and Axis are the unit models. All players have access to the exact same resources, units, and abilities. There are no stat differences between the units cross-faction - For example, Riflemen are identical to Volksgrenadiers in every single way.

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Blog RSS Feed Report abuse Latest News: New Release: Doctrine Enhancements and Tanks!

0 comments by notamuse on Jul 20th, 2012

Hello everyone! I've been working hard all summer to bring you a new patch!

The first major thing is a new game mode that includes tanks for those armor fanatics out there. All players get either a Pershing or a Tiger as their command squad, (remember that factions are identical stat-wise.) as well as purchasable AT gun support and Sherman or Panzer IVs. To play this new game mode, it is listed alongside Victory Point and Annihilate modes. There is both a VP and non-VP Tank Battle mode.

Doctrines have been expanded and now change your army around quite a bit. Certain doctrines now unlock off-maps, which can be purchased in the same way that Air Support is purchased.

The AI has been buffed quite a bit, and should provide a healthy challenge most of the time even while on the Standard difficulty.

Also, I have tweaked and added a whole bunch more maps based off of the original Relic maps, changed in order to accommodate gameplay for Endgame. I'd love to hear some feedback if further tweaks should be made, or if you have maps in particular you'd like to see in future releases.

I'll upload a list of the doctrine choices and what they unlock sometime in the future. I'm sure I'm missing some things that I should be mentioning here, but there really have been so many changes. Hopefully it feels more polished than ever before!

I would love to hear any feedback you have. I hope you enjoy the latest release.

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Endgame Release 1.2.1

Endgame Release 1.2.1

Aug 3, 2012 Full Version 3 comments

Thirteenth release - 08/03/12 - Point the installer to your company of heroes folder. The installer will make a shortcut on your desktop. Will overwrite...

Post comment Comments  (60 - 70 of 79)
RainDancer Jan 3 2011, 1:38pm says:

Thank you so much for this mod but how can i play with it...? i have it installed but when i enter the game i don´t see any changes or any new stuff...please help...i installed in the correct folder and everything is ok but nothing happens :(

+1 vote     reply to comment
notamuse Jan 3 2011, 2:12pm replied:

- Make a shortcut to your RelicCOH.exe.
- Right click on the new shortcut and go to Properties
- at the end of the box named target add -mod moros
it should look something like this: "C:\Steam\steamapps\common\company of heroes\RelicCOH.exe" -mod moros
- You can rename the shortcut to Moros or something like that so you can find it easily.

Hopefully soon I'll be able to make it auto-create a shortcut, but unfortunately the packaging software I'm using doesn't seem to let me do that. Hope that helps! Thanks!

+2 votes     reply to comment
RainDancer Jan 3 2011, 5:27pm replied:

err...now the mod is working but when i try to play...either a classic or skirmish match it says that i have 60 seconds to call a comand squad and after that i loose the game because i have no way to call a comand squad...all the other units are closed...so how do i call a comand squad...? ohh one more thing...can i play with the brit or only americans are working...?

+1 vote     reply to comment
notamuse Jan 3 2011, 5:48pm replied:

The command squads are located on the command panel and are called in the same way that one calls in Rangers or Stormtroopers in vCoH. (They are the buttons that look like a thunder bolt, fist, etc. Click on one of them and then click somewhere in the field of play and they will walk on from the side of the map.)
Brits are in, but I'm currently reworking them greatly. I suggest playing with the Ameri/Wher to start with.

+1 vote     reply to comment
RainDancer Jan 3 2011, 5:06pm replied:

But i have a problem...when i installed the mod i didn´t use that folder...steam...i pointed the install to the game folder not that...is there a problem with that...? or it works this way too...?

+1 vote     reply to comment
HamzaRasol Jan 2 2011, 5:14am says:

Sounds like Rock,Paper,Scissors.

+1 vote     reply to comment
notamuse Jan 3 2011, 1:20pm replied:

Sorry my mod doesn't sound good enough for you. I'm trying my best.

+1 vote     reply to comment
GriffinZ Jan 3 2011, 4:49pm replied:

Most RTS games are based upon the rock paper scissor prinicple...

Though as you self said this seems more like Chess :)

+2 votes     reply to comment
notamuse Dec 28 2010, 7:22pm replied:

The command squads are meant to be strong - in my mind I have them divided into two major categories; defensive and offensive. The medic (def.) and the assault command squads (off.) have no way of escaping suppression (this would be my suggestion to counter the strength of the assault squad - building a MG or LMG team first seems to be a solid first choice, at least the way I find myself playing), while the other two have more of a mobility focus - the drill sergeant has the heroic charge ability to help get out of sticky situations (which also provides a pretty decent fighting bonus as well. The motorcycle/jeep command squad on the other hand cannot be suppressed, but has to deal with the frailty of the motorcycle/jeep itself and a vulnerability to snipers. On the other hand, it is the only command squad able to suppress enemy units - note that it cannot fire on the move, but its MG is much better than the one that comes standard on the other motorcycles/jeeps.

+1 vote     reply to comment
notamuse Dec 28 2010, 7:21pm replied:

Thank you! I'm very excited to have my work actually played.
About your comments - I have just fixed the locale issue (I hope. I can't really tell if all of it is fixed) and I'll put it up with the next patch, which I'm hoping to release sometime near the end of this week.

The engineers/pios not having wirecutters was an oversight on my part - when I was testing VP mode I noticed that one could just wire off the points and there'd be no way to stop it, but when I sat down to do my list of fixes after that round of testing it was something I forgot to fix! This will be in the next patch too.

I'm not sure what to do about the jeep issue - I never really had a problem with jeep spam when playing against my friends, but I could see putting a hard cap of having 3 or so on the field at any one time. I might also increase their build time, since I just changed it right before release from being way too slow. It might be a bit quick now.

I'm working on a manual to release that will hopefully make a few things clearer. (See next comment - character length issue)

Tank traps are kind of useless, but I figured might as well leave them in.

I don't have the time right now to get together forums or a teamspeak/vent server as of yet, but hopefully once I get these next few things done on my agenda I will be able to put something together.
Thanks again for your comment! I'm glad that you are enjoying my mod!

+1 vote     reply to comment
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Released Dec 24, 2010
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Highest Rated (2 agree) 10/10

This mod is very well constructed. It completely accomplishes the goal of emphasizing micro tactical skill over the macro aspect of building your forces.

Feb 16 2011, 9:56pm by oldjack

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