Fortress Europe is a historical realism modification for Company of Heroes 2 that is currently in development.


Battlegroups, Combat teams, Kampfgruppen; all these terms describe a collection of units assembled for a specific mission or purpose.

In Fortress Europe, you will pick a Battlegroup at the beginning of every game. Each Battlegroup comes with a tailored selection of unit choices and abilities, similar to a Commander, but is modeled on an actual historical unit type and the support elements it would be able to call upon in battle.


All units are organized according to their historically accurate formations. Countless hours of research have gone into examining US Tables of Organization and Equipment, British War Establishment documents, German Kriegsstärkenachweisungen papers, and what little information is available on Soviet organizations. These wartime documents detailed the size, ranks, and equipment allocated to all military units, allowing us to make formations in Fortress Europe be as historically accurate as possible.

This means every squad, team, and section have the correct amount of men and exact weapons they would have been issued. Platoons you deploy will be constrained to the equipment they had and the amount of squads or vehicles they actually possessed.


Ever found it weird that the armour profile of a tank in Company of Heroes was just a single value for front and another for the rear? The loading tips may talk about side armour, but there is no such thing in the game.

So we changed it. Fortress Europe has the entire armour profile for every vehicle, containing each plate along with their thicknesses and slope angles. When ever a shot strikes a vehicle we determine which plate was hit for that side and at which angle. Using a formula derived from the book WWII Ballistics - Armor and Gunnery, we get the result of the impact.

Also, there are no hit points. Damage is done to the internal components and the crew inside. Kill enough crew members - or knock out enough systems - and the remaining crew will bail out and retreat. Igniting the ammo will take out the entire vehicle. Hits also have a chance to cause fires, which will either force the crew to bail out or waste their time extinguishing it.


Company of Heroes has always rewarded smart micromanagement, but babysitting your units can be frustrating. To ease the burden, infantry will automatically use anti-tank grenades and launchers on enemy tanks that get too close. Vehicles and towed guns will automatically switch to the correct ammunition for the target they're firing at. Infantry in the open will fall back out of range if suppressed, rather than lying prone and waiting to die.

  • Our ballistics system is 75% complete. Armour penetration is working as planned, critical hits are the next task to complete.
  • Units are 90% complete, most just need additional abilities and upgrades to flesh them out.
  • Battlegroups are 50% complete, we are working on a system that can handle all the units in submenus.

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Post comment Comments  (0 - 10 of 243)
Guest
Guest Apr 11 2015, 6:25pm says:

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eliw00d Creator
eliw00d Apr 12 2015, 3:50pm replied:

No ETA as of yet. I hope we can get something released this summer, though!

+2 votes   reply to comment
stalkerforever
stalkerforever Mar 1 2015, 6:51pm says:

So right now we can't create our own models and add them to the game?

-1 votes     reply to comment
eliw00d Creator
eliw00d Mar 1 2015, 8:59pm replied:

Correct.

+1 vote   reply to comment
mimin2013
mimin2013 Feb 16 2015, 4:39am says:

Hey Creater Guys!
I Can't Wait This Mod.
Im Quesition To You.
How Many Percent's Prograss?

+2 votes     reply to comment
eliw00d Creator
eliw00d Mar 1 2015, 11:02am replied:

It is hard to say at this point, as we have had to adapt to the limitations of CoH2. Rest assured, however, that progress is being made! For example: we recently figured out a better way to handle the automatic switching of ammunition for vehicles. So, a tank will intelligently switch to HE when targeting enemy infantry, or AP when targeting enemy vehicles.

+2 votes   reply to comment
sixtheninth
sixtheninth Dec 9 2014, 6:10pm says:

Guys,if you want a realism, you will also need to change the skins of the units. The vanilla ones are just horrible, at least the markings would be nice ;)

+1 vote     reply to comment
eliw00d Creator
eliw00d Dec 15 2014, 1:38pm replied:

Of course, but that would require the ability to add custom skins to CoH2.

+1 vote   reply to comment
Jason2135
Jason2135 Dec 7 2014, 12:16pm says:

I can't wait to start creating a company. Will you have british troops or are you sticking to the game's normal factions.

I'd love an SAS Company.

+1 vote     reply to comment
eliw00d Creator
eliw00d Dec 15 2014, 1:38pm replied:

If Relic adds the British to CoH2, or we get proper plug-ins for 3DS Max that allow us to import models from CoH1, we will!

+1 vote   reply to comment
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Platform
Windows
Developer
Medpack Studios
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Official Page
Fortresseuropemod.com
Release Date
TBD
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Real Time Strategy
Theme
Realism
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Multiplayer
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Fortress Europe
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