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  (20 - 30 of 243)
russian14
russian14 Jun 27 2014, 1:29am says:

its a long step to be done.And its a ambitious project.But i ask how it can be done with modding disabled?In december 10th relic disabled modding and the scorched earth wasnt able to go on.

Moddb.com

here is a news from cheat commanders mod in december 10th and they said that modding was disabled.although this, he could manage to develop his mod in -dev.Look, i dont want to scare you or stop your development, your mod will be awesome if you make it and i will play.As i said, its very ambitious and has a great potential.I hope you manage to do it.

+5 votes     reply to comment
Karol_PL
Karol_PL Jun 28 2014, 6:45am replied: +3 votes     reply to comment
russian14
russian14 Jun 28 2014, 8:10am replied:

wow.Thats great, i didnt notice this

+2 votes     reply to comment
eliw00d Creator
eliw00d Jun 29 2014, 9:40pm replied:

We were actually transitioning our mod from CoH1 to CoH2 during the Alpha, Beta, and then again during a period of time I like to call the "exploit era". Even with modding disabled, we have used SCAR in maps to continue testing ideas and developing systems. Feel free to read more about it here: Forums.relicnews.com

+1 vote   reply to comment
Guest
Guest Feb 8 2014, 10:06am says:

hello eliw00d my name is thomas and i just wanted to know if this project have been cancelled if not then i would like to join your project and help making this fantastic mod

"i dont have any experience in making mods but i have made a game before"

+3 votes     reply to comment
eliw00d Creator
eliw00d Feb 16 2014, 8:55pm replied:

Hello Thomas,

The project has not been cancelled. What game(s) have you made and what could you bring to Fortress Europe? I apologize for the late reply, we do not check ModDB very often (but will when we have more to show).

+2 votes   reply to comment
thomasbear
thomasbear Mar 28 2014, 11:31am replied:

i made an Fps on Unity "Really Easy"
again i don't really have any Experience with mods
but i can help a little with scripting and such..
"i dont check this that often niether :)"

+2 votes     reply to comment
eliw00d Creator
eliw00d Mar 28 2014, 2:45pm replied:

Do you have a link to this game?

+2 votes   reply to comment
JesusOfCalgary
JesusOfCalgary Sep 28 2013, 7:44pm says:

i like when u post new info on this page, please eliw00d, give me the pleasure of reading ur guys' announcements or a cool article

+2 votes     reply to comment
jooeiii
jooeiii Jul 31 2013, 11:02pm says:

i'll wait :)

+5 votes     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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Genre
Real Time Strategy
Theme
Realism
Players
Multiplayer
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Fortress Europe
Fortress Europe
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