The Europe in Ruins team is proud to present the latest iteration of their award winning modification with: Europe in Ruins takes the fast paced, intense and surreal combat that you've come to know from Company of Heroes and combines it with persistent environment, ever changing meta-gameplay and ongoing war. The modification sees you creating and commanding your very own battalion in which you can customize with any units and upgrades you wish; Company of Heroes strategy has never had so much choice. Not only do you get to build up your battalion, but as you units battle, they will gain and retain all the experience they have earned, carrying over from battle to battle; going from green to elite! Not only do units gain veterancy, but your battalion as a whole increases in effectiveness through doctrine unlocks and other advantages. Each of these unlocks are designed so that the player can tailor their battalion to their ow
Units maintaining XP over time is a great addition in this mod that really makes your company and units feel more important.
The doctrine options and playstyles that result offer a great variety and lend themselves to a wide variety of playstyles and approaches.
The lack of base building is hands down fantastic. You can start with whatever units you choose and you have limited units available for the entire battle. This makes each game far more intense as you need to have a strategy before the battle and the proper units to handle your opponents strategies.
There is no progression of units either so you can begin the battle with the most elite units or the most vanilla all depending on your company build.
All in all an excellent game. Definitely worth playing and sticking around for a while. If you lose at first stick it out, it's a tough game but extremely rewarding.
This is the best mod I've played. A little history first...
I first played CoH in the last days of CoHO, but I missed out on the game for the most part. I waited over a year for Relic to make the hyped sequel CoH2, and well, we know how that turned out. Then I found this mod showcased on Krebs' channel, and I decided to pick up the game.
First, the concept of the mod, its core idea, is really good. Within the EIR launcher a perpetual war is waged. Soldiers are recruited from your limited resources, but they don't vanish, (provided you don't sacrifice them,) instead EIR does something revolutionary. Your men keep the experience they earn during each battle, and this brings a great deal of pride when you manage to reach vet 3 for the first time. These men are your soldiers, and you are their commander.
The greatest part of EIR is similar to such titles as Wargame: Air Land Battle, in which you build an army before a battle, and call in a limited fractions of that army throughout the battle. In EIR's case, the focus is grounded in the core CoH squad on squad level of strategic combat. Most of the dynamics learned from vanilla CoH, (volks vs rifles,) have been upheld, so an experienced player can learn to play this mod very easily. Be warned, this is a game that balances for the sake of balance, so if you demand historical accuracy, this mod is not for you. Gone are the resource points and bases of old; instead you are left free to pay attention to managing your troops.
EIR doesn't just rework though, it adds new units as well. Some units were rarely seen in combat, and these are reflected in reward units. They can be earned by fighting battles, or can be bought on the mod's market, etc. They fill niche roles some factions couldn't fill otherwise. They are all useful in their own ways, and can help any company.
There is no singleplayer mode, and finding a game can be frustrating with limited players, but if you look at what's here while playing, it's fantastic fun.
Amazing mod, which keeps getting better with regular updates and promises of future features just around the corner. Steep learning curve, but well worth the (v.) few games it takes to grasp. Video tutorials help a lot, the design and gameplay are fantastic!
An excellent idea for a new level of persistancy and depth of playing that could not be executed in a more poor fashion. In my fairly extensive tenet playing Europe in Ruins: Reinforcements, I frequently encountered frustration after frustration at several aspects of the game, which I will now detail:
The mod is indeed incredibly hostile territory to new players. The average user will be thrust into Europe in Ruins with little to no readily accessible information available to you. Your first game, perhaps even your first few games, will inevitably end in failure. Creating a proper company to suit the new playing environment provided in Europe in Ruins, no matter what you have read or watched prior to playing, will not affect your upcoming defeat. Barely any information exists on many of the new doctrinal units, so information comes from tedious and incredibly annoying trial-and-error, with many associated defeats and reprimands.
Development in Europe in Ruins is a case of "one step forward, two steps back". Update schedules are ignored to the point where they no longer seem to exist, and glaring flaws such as non-functional doctrine abilities and bonuses are blatantly overlooked in favour of implementing new and even more broken features. An example is the new "weapons cache" system, recently implemented at the time of this review. The idea was to create a system to reduce spam and create a new way to control and limit units or upgrades deemed as overpowered. Sounds good thus far? In reality, the weapons cache turned out to be an ugly mess which punished many players' companies for no apparent reason. The updates regularily conflict with other code, breaking units and abilities as others are fixed. At one point the entire Panzer Elite faction was unable to capture territory for almost a month. Great work, boys.
There are many reasons why you should stay away from this poorly-made mod, just don't bother playing it.