Normandy 1944: European Theatre

Normandy '44: European Theater combines a higher level of realism with a more elaborate doctrine system, which incorporates almost 50 different military units that took part in the campaigns of Jun-Sept. 1944. This spectrum ranges from battalions of free Polish and French units serving under the main allied armies to volunteers from the Eastern Front that served in the German Wehrmacht. This is only a small portion of the doctrine variety however, as this mod feature numerous well known units of all factions as well. The mod also features numerous new abilities and custom made units each with a completely revamped size and structure. Between custom made units and structures with historically correct skins, Normandy '44 offers over 150 NEW UNITS, making for an almost endless variety of different scenarios and unit actions. Combined these factors provide for an experience unlike any other mod for COH that has earned us a spot in the Top 100 Mods THE LAST THREE YEARS RUNNING.
I hope you'll join us.


To Kaylin Michelle Dean; Whom I have found to help me in ways I cannot begin to fathom. I'll never be able to repay you for what you've done, but I would like to think this would be a small symbol of my feelings on the matter.

Thank you.

And to Alfred, my faithful Cat who sat and continues to sit by me whilst I pour hours and hours into this modification. His love and playful personality are what keep me going no matter how hard both modding and life can be sometimes. Thanks, Alfie.

Regardless of my own personal dedication, this mod continues it's dedication to our former team member and hallowed friend, Christian Werner von Schlippenbach, who contributed so much.


You can play Normandy 1944: European Theater with ANY VERSION OR COMBINATION OF VERSIONS OF Company of Heroes. Whether it be either of the stand alone versions, COH: Opposing Fronts, COH: Tales of Valor or the base, "Gold" or "Game of the Year" editions.
Any form will work just fine with our modification.

Simply download either the MANUAL OR AUTO-INSTALLER version of v1.7 or the necessary installaion files for the v2.0 ALPHA from our DOWNLOADS section , install and then follow the icon creation instructions in the READ ME or in our Field Manual, available HERE.
Do not download any of the versions labeled "OUT DATED".

Playing with a Steam version of COH is also not an issue either. Simply install the mod to your proper folder under this path "Steam > SteamApps > common > (YOUR COH FOLDER)" and follow the icon creation instructions in the READ ME or in our Field Manual, downloadable HERE.


Check out our groups below for some online action.
Steam -
Xfire -


Please note that your query may not be answered by
a Normandy '44 developer if you post it below.

Comments and questions related to project content or technical issues are
welcomed, but posting such in an accusatory or exasperated tone will not help
the situation.

For more engaging discussion on either of the subjects,
Please see our NEW AND IMPROVED

We've gone to incredible lengths doing research for our project
with credible, published references. Please do us the same courtesy if
you're going to make a historical assertion about some aspect of our game play, such as suggesting the inclusion of a specific unit.

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Blog RSS Feed Report abuse Latest News: November Update: Progress & Doctrine Concept

5 comments by JudgeAlfred on Nov 16th, 2014

Hi! Just wanted to get back into the habit of making regular, monthly updates for everyone to ensure that:

A) We aren't dead, far from it
B) Keep the community alive (Although I understand that for the most part people aren't interested unless they get a release date or a download link...but that is the way things are and I get that.)
C) To keep everyone up to date as much as possible on the goals and current plans for the modification.

So while I have not been able to get much modding done lately due to the end of term assignment/exam pile, I'll soon have finished said pile and I will be able to start building the first variant of the modification which as described in the last post will contain:

Damage System
Cost modifications
Overall unit size changes (I hate four man units, so 4 -> 5 man, 5->6, etc.)

And not much else a the moment. Abilities and vanilla upgrade/setups will most likely remain the same, as the modding community has yet to successfully sit down proper with Relic and iron out what is okay and what isn't when it comes to models, units etc etc being added and so such.

Regardless, those wanting a more visceral and tactical experience in their CoH2 will get it soon enough and through the Steam Workshop I will be able to regularly ship out easily downloaded updates and fixes.

Now, onto the future! :)

I have been discussing concepts internally and I wanted to lay them out to everyone for the sake of doing so, and get some feedback and if nothing else show people where I am going with my logic. In CoH2, Doctrines are given five abilities which unlock automatically upon reaching the indicated number of Command points.

Our Commanders will represent divisions that fought during the war, starting from the timeline of June 6th on the Western front, and the beginning of Operation Bagration on the Eastern Front which began on June 22nd.

For those wondering, the reason that said dates differ and are not simply June 22nd for both fronts is that I am to represent divisions before they became fully embroiled in their respective combat operations. If one looks at divisional strength/loadouts later on in June and July some divisions outright disappear off the map or are, at best simply divisions on paper.

(An example is that many Panzer Divisions simply lost all of their main prime movers and vehicles and were down to a few hundred men and I have no desire to represent this at the moment.)

Every division will have the main roster, comprising of their own layout of units. These will unlock immediately upon choosing a Commander at 0CP and while we have made the decision to not make every divisional roster 100% unique in skins/unit names there will be a good number of rosters. Having 100% different unit entities and squads created for every single Infantry division of one country is simply too burdening. Unit rosters will differ in what the division has access to (Which will be unique) but the units themselves will not be.

For example, every AB doctrine will have the same type of infantry units. They're all going to be generically named units "Airborne rifle squad, Airborne Recon squad" etc. But what units/vehicles they have access to will differ. This allows us to create more divisions without the burden of clutter. It should simply be assumed that if the player is playing the 101st AB Division that his AB infantry is from the 101st.

Eventually, divisions with unique uniforms/setups (An example being the Panzer Lehr Division which was well known for wearing panzercrew tunics and not regular infantry tunics) will be represented in their own realm for the sake of variety and to set them apart as they historically were. But divisional symbols on infantry units and vehicles will not be present for now. This may or may not change later.

So, at 0CP you are given your regular roster. I have decided to allow one "Support" division or unit roster for every doctrine, which will not be a full roster outright as it is meant to compliment and not replace your main choice.

These will all unlock within a 3CP range depending on what level of "Support" they are. As an example, a support division that is a Volksgrenadier Division will unlock two CPs earlier than a support division of SS soldiers. This is to give a slight advantage to the former which will not only lack in general skill and prowess but also equipment. Of course, costs/upkeep/loadout and buildtimes will also balance these units anyway.

I currently do not have any ideas for the last three CP slots within Doctrines. These will be fleshed out at a later date, but I plan on making these revolve around helping the respective division. Off-maps, resource/income buffs, special call ins, something like that. Things that existed which supported the Main/Support division in question but were rare and thus are not regularly buildable and will be unlocked in the middle to late game instead of from the start.

I know that this is a wall of text, but I simply want to keep everyone informed of the "Goings on" so to speak. We do not have access to all the tools yet so it is either I tell you plans for the future and allow you as a community to be informed and give preliminary feedback or I say nothing at all. Sorry in advance.
Anyway, that concludes this update. Thanks for reading! :)

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N44 1.1 HOTFIX

N44 1.1 HOTFIX

Feb 1, 2014 Patch 17 comments

A Hotfix which fixes the issues with various ranges on vehicles. Everything should now be as it should be placeholder wise.

Normandy 44 1.1 Part 5 of 5

Normandy 44 1.1 Part 5 of 5

Jan 1, 2014 Full Version 6 comments

Part five of five of Normandy 44 1.1; I hope you enjoy it!

Normandy 44 1.1 Part 4 of 5

Normandy 44 1.1 Part 4 of 5

Jan 1, 2014 Full Version 0 comments

Part four of five of Normandy 44 1.1; I hope you enjoy it!

Normandy 44 1.1 Part 2 of 5

Normandy 44 1.1 Part 2 of 5

Dec 31, 2013 Full Version 2 comments

Part two of five of the New Years Release of 1.1; I hope you enjoy it!

Normandy 44 1.1 Part 3 of 5

Normandy 44 1.1 Part 3 of 5

Dec 31, 2013 Full Version 0 comments

Part three of five of the New Years Release of 1.1; I hope you enjoy it!

Normandy 44 1.1 Part 1 of 5

Normandy 44 1.1 Part 1 of 5

Dec 31, 2013 Full Version 39 comments

Part one of five of the New Years Release of 1.1; Hope you enjoy it!

Post comment Comments  (60 - 70 of 2,376)
fallbarbarossa Jul 9 2014, 11:07am says:

hey Judge, I have just one question. Will there be another release, or is this the end?

+1 vote     reply to comment
JudgeAlfred Creator
JudgeAlfred Jul 9 2014, 10:07pm replied:

I'm more or less on the fence about it, honestly.

I've no skinner, and everyone is for all intensive purposes intending to just move over. I can't exactly rebuild everything without massive amounts of work; and I'm on the fence as to whether or not I should just rebuild all of it on the next medium or not.

+1 vote   reply to comment
fallbarbarossa Jul 10 2014, 5:56am replied:

I mean, I think I speak for some when I say I'm not ready to move over yet. And while CoH2 is probably an improvement in a lot of areas, is the amount of work required to move everything over to it worth the trouble? Or would it be easier to touch up this one? In essence, shrink it.

When it comes to skins, you've got a lot of good ones in this mod at the moment. Could they be used in places where new skins weren't completed? Kind of a stop gap so to speak?

+1 vote     reply to comment
JudgeAlfred Creator
JudgeAlfred Jul 10 2014, 7:18am replied:

Well, that's more or less my predicament.

The amount of work required to move things over would probably be less, simply because I'd be starting from scratch and I'd be able to manipulate how I build things in the first place.

The skins I have aren't ideal, mainly because not only are they not quality but more importantly they don't run well and that's my main issue with it.

+1 vote   reply to comment
atomcrusader Jul 24 2014, 12:04am replied:

So Judge, what can we do to help move this project to CoH2, if that is the direction you see the modding community is inevitably inching towards?

+1 vote     reply to comment
malmborgaj Jul 6 2014, 1:27am says:

Is their a chance that I can manually make the damage system harder for myself as well as manipulate the camera to zoom out more than what it is? Thanks

+1 vote     reply to comment
JudgeAlfred Creator
JudgeAlfred Jul 6 2014, 8:33pm replied:

Depends on how you'd like to manipulate the damage system.

All the files that do that are essentially the weapon files; so if you modded them you could make it harder for yourself if you are on the opposite side.

As for the Camera, You can take the camera file within the modification and have it replaced by a camera file from another mod, that has better zoom.

+1 vote   reply to comment
EasyCompanyofFrance Jun 28 2014, 8:18am says:

Hello to all
Can someone explain me how to install Normandy 44 mod? or tell me exactly what marked the shortcut to launch the mod? Thank you ..
And tell me if you can do all the campaign mission without problem?

Thanks you

+1 vote     reply to comment
atomcrusader Jul 1 2014, 12:05am replied:

First, download the five parts listed in the Downloads section above. Make sure they're in the same folder. Then extract the first one using 7zip or WinRAR (I recommend the former.) It will know to piece them together into one big archive and extract everything.
Now, you will see a folder called "EuropeanTheater1944" among the extracted. Move it into the CoH folder, so that you have something like the following path: F:\Program Files (x86)\Steam\SteamApps\common\Company of Heroes Relaunch\EuropeanTheater1944

You will also see a bunch of .module files and a FactionFix.dll. Copy them into the "Company of Heroes Relaunch" folder (so in the same level as the EuropeanTheater1944 directory, not in it).

Finally, for the shortcut to launch the game (important!) you can right-click on the CoH.exe file found in the CoH directory above and choose create shortcut to Desktop. An easier way is to simply copy the default shortcut that is created already for you on the desktop after you have installed the original game. Then on the desktop, find this shortcut and right click on it and select "Properties". Add the following to the Target box: -mod EuropeanTheater1944. In whole, the Target box for this shortcut will read something like: "F:\Program Files (x86)\Steam\SteamApps\common\Company of Heroes Relaunch\RelicCOH.exe" -mod EuropeanTheater1944
Rename the shortcut and enjoy! (You can also consider downloading the hotfix too.)

+1 vote     reply to comment
Guest Jun 30 2014, 6:44pm replied:

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atomcrusader Jun 22 2014, 7:14pm says:

Does anyone know how extend what GR_Maps does to adding custom maps for Normandy44? Corsix cannot open RelicCOH.module and I have no idea what changes it makes to enable custom maps' replays to be viewable in vanilla CoH. :-/ Thanks!

+1 vote     reply to comment
JudgeAlfred Creator
JudgeAlfred Jun 10 2014, 8:21am says:

Just wanted to let everyone know that it's been confirmed by my Doctor as Mono. (No, I didn't slather my beautiful, well poly'd modder lips onto another human or something to get it.)

Anyway, it's been a week so I would expect that I'll be out of it for at least another week, possibly two. What I will probably end up trying to do at some point throughout the week is consolidate all the vehicles. If nothing else it'll allow me to have all the newest models for every single variant of whatever vehicle it happens to be.

From there I'll either leave it be for now or I'll attempt (keyword attempt) to re-integrate them into the building roster so that I can release it as an update.

+4 votes   reply to comment
fallbarbarossa Jun 11 2014, 1:12am replied:

Get well, man!

+2 votes     reply to comment
Warblood Jun 10 2014, 10:45am replied:

Get well soon.

+2 votes     reply to comment
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Released Sep 2, 2013
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345 votes submitted.

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Highest Rated (13 agree) 10/10

very nice mod

Jan 4 2011, 12:43am by admiral20

Lowest Rated (4 agree) 5/10

Hi guys i need assistance i have been trying to download this mod but it wont let me i get through the instillation but then it tells me some website made it and from there i dont know what any assistance would be greatly appreciated

Feb 27 2011, 1:42am by MrNolan94

Real Time Strategy
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