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  (210 - 220 of 263)
Darkjolly Aug 19 2011 says:

So theres no base building, its choosing you squads from the beginning?

+1 vote     reply to comment
eliw00d Creator
eliw00d Aug 19 2011 replied:

Correct. There is no base building. All units are called in from off-map at the player's discretion.

+1 vote   reply to comment
drvslow668 Aug 23 2011 replied:

So its like Men of War?

+1 vote     reply to comment
eliw00d Creator
eliw00d Aug 24 2011 replied:

Similar, but more like Close Combat.

+1 vote   reply to comment
Aederic Aug 16 2011 says:

will you add new maps?

+1 vote     reply to comment
eliw00d Creator
eliw00d Aug 16 2011 replied:

Sure! Please visit our forums and post it there, as it will be easier to discuss than here.

+1 vote   reply to comment
eliw00d Creator
eliw00d Aug 16 2011 replied:

We do not have any mappers on our team, but all maps - including vanilla - will work just fine with our mod, so I do not think we will have any issues finding maps.

+1 vote   reply to comment
Aederic Aug 16 2011 replied:

maybe i can show you a map im workin on so you can add it ;)

+1 vote     reply to comment
daspamma Aug 16 2011 says:

If you're going for the Wehrmacht theme,I suggest calling it "Festung Europa".

+1 vote     reply to comment
firezit4 Aug 16 2011 says:

will the weapon damage for inf squads be changed for better realism?

+1 vote     reply to comment
Contrivance Creator
Contrivance Aug 16 2011 replied:

Additionally we took into account that soldiers are not machines, nor FPS players. Firefights at long range are not very lethal, as soldiers will take potshots to keep the enemy's head down. Only at short range are firefights truly lethal, and are over in seconds.

The goal was to emulate proper infantry tactics, where the goal is to pin the enemy down before advancing to finish them off. This is especially important when the enemy is in heavy cover or trenches, as virtually no amount of small arms fire will wipe them completely out. Unlike standard CoH, infantry in buildings and trenches will be suppressable, allowing you to keep their heads down while you safely advance to assault with grenades or flamethrowers.

+1 vote   reply to comment
eliw00d Creator
eliw00d Aug 16 2011 replied:

We have done quite a bit of research into ballistics and their effects on soldiers and believe we have come up with a realistic simulation of bullet damage. It also has to do with the mind frame of the soldier being shot at, as some might take a few shots before going down while others will go done more quickly. It is a balanced system, but more realistic than vanilla COH.

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Fortress Europe
Fortress Europe
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2 months ago
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