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 263)
Guest
Guest Aug 11 2015 says:

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aomtniome
aomtniome Jun 26 2015 says:

More Skin soilders please . Thank you

-1 votes     reply to comment
eliw00d Creator
eliw00d Jun 26 2015 replied:

Infantry skins are not supported, and we are not skinners.

+2 votes   reply to comment
zakattack04
zakattack04 Jul 28 2015 replied:

Wait seriously? COH2 won't let you reskin units? Thats f##kin stupid.

+1 vote     reply to comment
eliw00d Creator
eliw00d Jul 28 2015 replied:

You can reskin vehicles.

+1 vote   reply to comment
zakattack04
zakattack04 Jul 28 2015 replied:

So was that like Relic's idea or how does that work? Being able to reskin vehicles and not units?

I saw a mod for COH2 that completely stopped updating and they said until Relic gives them proper modding tools they won't continue working. So does that have something to do with it?

I am obviously not a modder just curious.

+1 vote     reply to comment
eliw00d Creator
eliw00d Jul 28 2015 replied:

Vehicles are units. Skins are textures. I am not sure what you are asking?

The mod you are referring to might depend entirely on custom models, which are not currently supported. I doubt they would stop working on their mod due to lack of support for skins.

+1 vote   reply to comment
zakattack04
zakattack04 Jul 28 2015 replied:

I was just trying to figure out what the deal with the modding tools is. I hear a lot of modders complain about it so I just wanted to know why? Do they not work, are they amateurish? Or what.

Thanks for the clarification! Good luck with your mod!

tracked and waiting release! :D

+1 vote     reply to comment
eliw00d Creator
eliw00d Jul 28 2015 replied:

The tools are fine. In fact, they are really good. The complaints are probably about how modding in general is more limited than it was with CoH1, which is true. However, even with these limitations, there is a lot of other stuff that you can do with CoH2 that you could not with CoH1.

Sure thing! Thanks!

+2 votes   reply to comment
ArousedLlama
ArousedLlama Jun 25 2015 says:

Hey eliw00d,any new plans now that the new mod tools have been released?

+3 votes     reply to comment
eliw00d Creator
eliw00d Jun 25 2015 replied:

Actually, check out our latest video... ;)

+3 votes   reply to comment
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Developer
Medpack Studios
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Official Page
Fortresseuropemod.com
Release Date
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Real Time Strategy
Theme
Realism
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Multiplayer
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Fortress Europe
Fortress Europe
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2 months ago
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