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 243)
Wulfburk12 Aug 14 2011, 3:39pm says:

wow awesome!

Please, please! can you add Brazil? Brazil fought mainly in italy, such as Monte Castello and battle of Montese, the Brazilian Expeditionary force armament was all USA armament, and all of those there is already in game, so i guess it is easy ( or easier than most factions)


Wikipedia page:

Thank you!

+1 vote     reply to comment
eliw00d Creator
eliw00d Aug 14 2011, 3:47pm replied:

We are currently working on Western Europe during 1944 and 1945, so only those nations which participated there will be available. However, we do have expansion plans for other fronts. I can assure you that, if and when we approach the Italian (or Southern Europe) front, we will most definitely include the Brazilians. :)

+2 votes   reply to comment
Humlenerd Aug 14 2011, 5:20pm replied:

And the Italian Social Republic?

+1 vote     reply to comment
eliw00d Creator
eliw00d Aug 14 2011, 5:36pm replied:

Yes, Italians on both sides would be available if and when we do the Italian front.

+2 votes   reply to comment
Wulfburk12 Aug 14 2011, 4:22pm replied:

alright, awesome! thanks mate!

+1 vote     reply to comment
firezit4 Aug 14 2011, 3:21pm says:

hay can you post some more pics of units and stuff?

+1 vote     reply to comment
eliw00d Creator
eliw00d Aug 14 2011, 3:23pm replied:

We are using community-made models, which can be seen here (!&p=1045281819#post1045281819).

+2 votes   reply to comment
firezit4 Aug 14 2011, 3:34pm replied:

two more questions will the squad sizes be bigger,and i was reading the forums and something was being said about realism i read some thing about sending one man forward to check out an MG will you be able to send out a man from a squad to looked ahead for the the squad he is in?

+1 vote     reply to comment
Contrivance Creator
Contrivance Aug 14 2011, 3:51pm replied:

The entire squad/section is a realistic size, but if it's larger than 6 we break it down into teams. For example, managing an entire Pionier-Gruppe of 14 men would be a bit much, so a squad of that size is broken down into 3 teams. The teams all arrive at the same time with their squad/section; you can't deploy just one team at a time.

The one exception is gun crews. The entire crew is needed to operate, maintain, and supply the gun, so even if it's over 6 men we still keep them all together.

+2 votes   reply to comment
Hiatus Aug 14 2011, 3:05pm says:

is it also for singleplayer?

+1 vote     reply to comment
eliw00d Creator
eliw00d Aug 14 2011, 3:09pm replied:

In its current state, it is multi-player only. However, we are looking into ways to allow skirmish against AI (alone or with friends). There are no plans for a campaign or any other single-player mode, though.

+1 vote   reply to comment
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Fortress Europe
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