'Operation Avalanche: Fall of Italy' Mod adds units and abilities spanning from late 1942 until the close of the Italian Campaign in an attempt to immerse the Italian faction into the Company of Heroes gaming experience. Though titled after the Allied invasion of mainland Italy, the mod referances combat units that took part in a multitude of operations throughout the Mediterranean theatre of operations, including Operation Husky, the Invasion of Sicily that took place immediately before the mod's namesake, Operation Avalanche; Operation Shingle, the landings on the Anzio beachhead; Operation Slapstick, the British landings at Taranto undertaken by the British 1st Parachute Division; and Operation Baytown, the operational farce that was intended to tie down (but failed spectacularly in evoking any action from) Albert Kesselring's combat forces in southern Italy. The mod also features pseudo-realism, a halfway point between the arcadey play of vCoH and the ultra super realism of Blitzkrieg mod where you get vaporized by anything with a gun. The speed of armored units relative to other armor has been tweaked, and there is a flat out addition of several units thus far unseen in other mods as well as some well known favorites. New doctrines and maps based on the battlegrounds of Italy are in the works for the near future.

Download the file, and extract the contents of the zipfile to your root Company of Heroes folder. To run the mod, create a shortcut of Relic.exe (found in your root CoH folder) and add the tagline '-mod OperationAvalanche -dev' to the end of it, without the ' '. It is important that you add the -dev to the tagline, connectivity issues between players in different countries have been reported when it was absent. NOTE**: Versions older than v0.04.6 requires the tagline -mod Retards -dev to be entered in order for the mod to run properly. PLEASE DELETE VERSIONS OF THE MOD OLDER THAN v0.04.6! THESE OLD FILES SPORT THE NAME 'Retards', AN UNFORTUNATE CARRYOVER FROM THE MOD'S ROOTS! UPDATED FILES SHOULD BE NAMED 'OperationAvalache'!

Some patches include a full version of the mod. Make sure that you remove any old versions that you download before you extract the files into your root Company of Heroes folder. Also double check to see if a patch is a full patch, or an addition to an older, larger patch!

Features: A new standardised weapons damage system. All weapons deal damage based on ammunition type;
.50 BMG - 20
.303 British (7.7x56mm Rimmed) - 15
.30-06 - 14
7.92x57mm Mauser - 13
7.92x33mm Mauser - 9.5
6.5x52mm Mannlicher-Carcano - 8.75-8.25
.38/200 Smith and Wesson - 8
.45ACP - 7
.30 Carbine - 7
9x19mm Parabellum - 6
7.63x25mm Mauser - 5

A new dynamic cover system:
All infantry units will receive the following bonuses when in:

Light Cover - Accuracy 1.025
Heavy Cover - Accuracy 1.05
Garrison Cover - Accuracy 1.1

which changes the dynamic of combat and compensates for the longer weapon cooldown times. The name of the game is now accuracy. Every missed shot counts, but the bonuses should be small enough that cover-whoring shouldn't be any more gamebreaking Roll Eyes then it used to be. This dynamic will vary--more inexperienced type units will have a slightly lower benefit, while elite, expensive units might have a slightly higher one. The paramiters are finite; the stats won't deviate by more then .1 in either direction.

Weapons have now been heavily modified. The changes lean towards realism but again retain that arcadey CoH flavor. For those interested in seeing exactly what changes were made, you can read the extensive and meticulous changelog or use Corsix to see for yourself.

All tank cannon's projectiles have been changed from tp_homing to tp_artillery. Ever had a unit scoot behind a house but get hit by an already fired shell anyways? This won't happen ever again; units with projectile weapons now rely on ballistics. This, coupled with tank's reduced moving accuracy, means that tanks' cannons require the unit to be stopped in order for it to reach maximum effectiveness.

New models: Sherman Jumbo, Sherman V, M3A1 Stuart, Armored Jeep, Carcano Rifle, M1934 Beretta Pistol, M12 Trenchgun, M1919A6 LMG, M1938 Berretta SMG, Elefant, and more!*

New skins for several units (Credit to GnigruH)

New Abilities:
-Unholster Sidearm!
-Medical Supplies
-Field Dressings

New units:
US - Combat Team, Airborne Riflemen, Platoon Officer, Ranger Captain, Airborne Officer, Company Sharpshooter, Sherman Jumbo, Stuart 'Rhino', Assault Engineers, Inexperienced Riflemen, Armored Jeep, Assault Riflemen
WM - Landser Grenadiers, Elite Grenadiers, Oberfeldwebel, Platoon Marksman, Volkssturm, Panzer III, StuG III, Luger Squad, Panzerbucshe Squad, Panzerfaust Squad, Gebirgsjaegers
CW - Armoured Infantry Section, Commando Officer **, Commando Riflemen, Crusader Mk II, Sherman V, Churchill Mk VI (75mm).
PE- Falshirmjager Scharfeschutze, Falshirmjager Ambush Team, Elefant, Italian Fusilieres, Italian Ingegnera Squadra, Gruppo Di Assalto, Vichy French Hotchkiss, Fiat-Ravelli M1914 MMG Team.

Planned additions include new armored Italian units including the Stumovente as well as several new emplacements.

BUGS: The Armored Jeep, Stug III, and the Berretta SMG currently have some graphical issues.

Lead Dev, RGD Coder, Balance Lead - Volsky
RGD Coder - BumbleBeeTuna

*I did not create any of these skins or models, nor do I claim that I have or have ever taken part in their creation.
**Not yet implimented.

Image RSS Feed Latest Screens
New lobby UI art (Panzer Elite) New lobby UI art (Wehrmacht) 288.Afrika-PzG Reg. Grenadiere
Blog RSS Feed Report abuse Latest News: Soon (tm)

7 comments by Volsky on Dec 5th, 2013

-Complete overhaul of small arms, using MoA (minute of angle) values to simulate the real life accuracy of a given weapon as accurately as possible. This goes for every single small arm in the game, from the M1911A1 .45 automatic, to the Maschinengewehr 42.

-Infantry health to be standardized! This is still 'in the works', but will likely be based on the type of soldier and/or his given task; infantry, mechanized, assault, elite units, poorly trained units, etc.

-Infantry criticals overhauled. With more research invested in the effect of small arms on your average infantryman, the criticals infantry receive have been tinkered with to more accurately simulate the effect of hits from a submachine gun cartridge versus a full sized rifle round or several shots from a rifle-caliber machinegun.

-Destroyed vehicles will now spawn crews! A feature that I'd intended to implement far earlier, I'm finally aware of how to code this properly and this will appear as a feature for all vehicles, from halftracks to jeeps to Tiger Royals. Crews sizes will be accurately depicted on a tank to tank basis, as will their proper armament. Proper uniforms based on nationality and unit affiliation will also hopefully be included.

-UI overhauls! In an attempt to 'simplify' much of the UI of selected units, the unit name will be replaced by the group's role or position within a squad or platoon. For example. If I was to release the mod right at this moment, if you called in a unit of Panzergrenadiere from the 90.Panzergrenadier.Division, when selected, the two spawned squads would all be named 90.PzGren.Div/361.PzGren.Reg Panzergrenadiere (replacing the 288.Reg as more information on the proper order of battle of units was made available to me). Under this new system, you would still receive two 'squads', but these would depict the sections of a Panzergrenadier squad equipped to go on the offensive, deployed from a 251 halftrack: "Einz Gruppe (M G fire team)" would be comprised of the squad C.O., two MG gunners, and two MG assistants and would be intended to provide covering fire for "Zwei Gruppe (advance team)", the squad X.O. and three men who would attempt to close with the enemy and assault them with the grenade and the bayonet (spoiler), a task for which Panzergrenadiere were well trained and equipped. Tanks will also be revamped, and when selected, their display name will appear as it would on a unit roster in real life (listing combat units and their strength in tanks, guns, and so on). For example, the Panzer IV from the 90.PzGren.Div would now appear as 90.PzG.Div./190.Pz.Abt. Pz IV lg, the lg denoting a Panzer IV lange or "long", a Panzer IV armed with a long-barreled 7.5cm cannon. When you hover your curser over the tank, its technical name would be displayed in full, in this case, Sd Kfz 161 Pz Kpfw IV Ausf. G. Tanks will hopefully be receiving new UI icons with their division insignia incorporated into them.

-Tank combat overhauled! Adopting a system more similar to Men of War, tanks will now be destroyed, on average, by two penetration shots from an enemy vehicle. Criticals have been changed such as that, the first penetrating shot is likely to destroy a vehicles tracks/wheels, transmission, cannon, or optics, or killing a crew member or combination of crew members, or knocking out a vital system AND killing crew members. The second shot is likely to cause engine destruction or a catastrophic detonation of the vehicle's ammunition--far more powerful than your average 150mm artillery shell, which will be depicted. Vehicles may now also be abandoned, however, they'll just become part of the surrounding scenery as no sane infantryman or tank crew would attempt to recrew a vehicle so close to the front lines. As well as changes to tank criticals, their abilities are receiving some standardization. For most tanks, there will be an identical layout of ammunition type toggles for main and secondary armaments (that are now accurately depicted, see below), gear shifts (a simple toggle between a low gear with very good acceleration, and thus performance over rough terrain, but low speed, and a high gear with the vehicle's top speed on and off road, and in rough terrain, but with poor acceleration more suited to reaching the front than fighting at it), the opening and closing of hatches (that will offer some effect for crew survival when faced with mines, shells, and grenades depending on the hatch being open or shut), and the now universal, but very time consuming, ability to dig into a hull down position. On that note;

-Tank armor and main gun penetration and rate of fire corrected! With ridiculously painstaking attention to detail, I've mapped out the average frontal armor thickness of every vehicle in the game (even jeeps) considering the frontal glacis plate (the front of the hull), turret mantle (where the gun is slung) and turret front, the vehicle's rear armor thickness, and the thickness of the vehicle when put into a hull down position--e.g., the thickness of JUST the turret armor (modifiers specific to each vehicle in the game are included) as well as the corresponding accuracy drop against the hull down tank based on the dimensions of the vehicle--a hull down tank that's 9 feet tall in total, but 3 of those feet are the turret, will be 66% harder to hit when hull down--however, that tank might have terrible turret armor, meaning the vehicle's chance of being penetrated actually increases! Weapons have also been painstakingly researched, from the puny Welrod pistol to the mighty Panzerabwehrkanone (PaK) 43 8.8cm cannon, with corresponding modifiers for every vehicle and structure in the game regardless of faction included. Each weapon has a selection of shell types to toggle through, including HE, APC (Armor-Piercing Capped), APBC (Armor-Piercing Ballistic Capped), HVAP (High Velocity Armor-Piercing), APCR (Armor-Piercing Composite Rigid), and many other ammunition types. Each weapon has its correct shell velocity rendered as well as a correct aesthetic (based on the presence of a tracer for the round, or lack of one), and the explosive radius of each HE shell has been rendered as closely to reality as possible in 1/5th scale (equal to that of the Company of Heroes 'world', if you would). Tank cannons will fire at a slightly reduced rate of fire (about 1-2 seconds longer per reload than the maximum rate of fire in reality) to simulate the safe sustainable rate of fire (a cannon fired too rapidly in a real tank is likely to overheat and explode, killing the crew and destroying the tank), with an available ability for the vehicle that allows it to enjoy its maximum rate of fire for a time.

-Small arms are also accurately simulated in their penetration, allowing an accurate rendering of light vehicles when faced with enemy infantry.

-Infantry will also enjoy some changes in ammunition type selection, including Ball (standard) ammunition, AP ammunition, and AP-I (Armor-Piercing Incendiary) depending of weapon type and round type--each has an accurate depiction of the round's name and function.

-Historical information corrected! Due to the spotty nature of WWII documentation, some of the historical information previously included in the mod has been proven false and has warranted extensive revisions to the mod, including unit name and affiliation, proper equipment, deployment, and so on. These changes also see an increase in the number of included units, including (to name a few)

10.Armee (Axis)
LXXXVI. Panzerkorps (the Wehrmacht faction)

XIV. Panzerkorps (the Panzer Elite faction)
Fallschirm.Panzer.Division.1 'Hermann.Göring'
26ª Monte Division 'Assietta' (Italian; included for content, not actually a part of XIV. PzKorps at any time)
184ª Paracadutisti Division (Italian; included for content, not actually a part of XIV. PzKorps at any time)

5th Army (Allied)
VI Corps (The American faction)
34th Infantry Division
3rd Infantry Division
36th Infantry Division (attached, in the mod, from II Corps)
10th Mountain Division (attached, in the mod, from II Corps)
1st Ranger Battalion (attached, in the mod, from II Corps)
504th Parachute Infantry Regiment (attached)
Office of Strategic Services (OSS; attached)

X Corps (The British faction)
7 Armoured Division
46 Infantry Division
56 Infantry Division
2 Commando
41 Royal Marine Commando
(elements of the) 82nd Airborne Division (U.S.)
King's Dragoon Guards (armored element)
(elements of the) Special Air Service (SAS)
(elements of the) Special Operations Executive (SOE)
10th Mountain Division (U.S.; attached, in the mod, from II Corps)
Partisan and irregular forces

As you can see, quite a few. Not all will be included in a full capacity, but hopefully this will change down the road. These changes also come with the correct allocation of infantry, weapons, and vehicles. Sadly, this means that our resident turreted Panzers will be replaced with the assault guns, panzerjagers, and self propelled artillery vehicles more commonly employed by Axis units in Italy. The Allies will also face shortages of armor, meaning that any armored vehicle will be an awesome presence on the battlefield--especially when armor is deployed is full platoons of three to six vehicles (depending on type, faction, and unit)!

-The Reward Units tab will now allow you to choose from a roster of different units for each doctrine (sadly, doctrines themselves will revert to a generalized state, but should remain much the same as seen in earlier releases except for lack of a specific unit name, or the inclusion of multiple unit names). Companies/Doctrines will have some of their upgrades made available at a new building included with each faction; this allows a little more leeway on my part in designing new doctrines.

-Buildings will have their animator changed; HQs will be little more than field pup tents and corresponding buildings like the Barracks of Panzer Kommand will be small radios used to call in your units (this change is in appearance only, it will not change anything related to gameplay).

-Teching will adopt a new advancement system, the details of which I need to finish working out. It should, however, somewhat resemble the system used in Normandy 44 mod wherein each building is affiliated with a specific unit. Access to buildings as well as the ability to construct them will be tied to specific units. Some specific changes are that engineering units will be mid game additions that are equally adept at front line combat as their infantry brethren, with the addition of powerful explosives and other assault gear!

-Infantry deployment methods and weapon allocation has also been tweaked. Units that would arrive on the battlefield mounted in trucks or halftracks (including some U.S. infantry and engineering units, anti-tank gun units, armored infantry, and other units from other factions) now do so, rendering the spawning of halftracks themselves irrelevant--if you spawn in some Panzergrenadiere, you get them in a shiny new 251 halftrack rather than having to build one yourself! Duplicates of these abilities will be included, however, that display the vehicle used to deploy the infantry, allowing the retention of facts, stats, and information regarding the vehicle(s) in question. As for weapons, infantry that had a given weapon now have it, those that lacked that weapon, don't. Pioniere, for example, would never be issued a Flammenwerfer under any circumstance--however, Sturmpioniere may be requisitioned in order to bring infantry-burning goodness into play if you so desire (you sick, sick pyromaniac you). Rifle grenades are now tied to specific squad sections (that would realisticly employ them) and replace the throw grenade ability that they formerly had--this will allow them to deploy their grenade (or grenade-like) explosives at a greater distance in support of their 'assault' section (which still possesses their grenades, among other assault abilities).

-And, purposefully left at the tail end of this update, is an announcement of Operation Avenger: Assault on Cassino mod, the spiritual successor to Operation Avalanche: Fall of Italy mod that will be created in Company of Heroes 2! This is still a long way off, and will be very basic in its opening release stages as many, many, MANY placeholder models will be used (Company of Heroes 1 models are difficult to convert to be useable in Company of Heroes 2). Operation Avenger was the codename given to the second Allied assault launched against the 1st and 7th 'Para' Regiments (Fallshirmjager) firmly entrenched around the low cliff walls surrounding Monte Cassino, a 15th century abbey that was the linchpin in Albert Kesselring's Gustav Line. The operation was destined to fail and result in a horrific 80% casualty rate among the attacking Allied forces who would be delayed in their third, final, and ultimately successful assault that would be launched in the next month. Avenger will contain the same content as Avalanche, and is different only in name (Operation Avalanche II just sounds so bland and boring, does it not?). Both mods will be continually updated together, hopefully allowing players of both games to enjoy the mods (and saving me the headache of having to balance two games worth of tech trees, units, and commanders, yikes), though Operation Avenger is likely going to contain some extra features as a part of the more advanced nature of Company of Heroes 2's game engine, including True Sight, new/different commander options, customization linked to unit bulletins, and more. Please stay tuned!

As for those of you complaining that Operation Avalanche doesn't function in CoH (on Steam), that's because the upcoming patch will be the first released FOR that version of Company of Heroes--the mod isn't currently Steam compatible! Please stay tuned, as I've got college finals coming up, winter is setting in here in the eastern United States, and a bevy of other things I'm working through as well as the mods!

Downloads RSS Feed Latest Downloads
Operation Avalanche v0.04.8 (not Steam compatible)

Operation Avalanche v0.04.8 (not Steam compatible)

Feb 22, 2013 Patch 7 comments

Small patch that corrects some issues that came about with 0.04.7. Requires 0.04.7.

Operation Avalanche 0.04.7 (old; full version)

Operation Avalanche 0.04.7 (old; full version)

Feb 16, 2013 Patch 4 comments

The new patch is finally here! Read through the patnotes for the totality of the new patch!

Operation Avalanche v0.04.6 Full Version (old)

Operation Avalanche v0.04.6 Full Version (old)

Sep 18, 2012 Patch 17 comments

READ THE ENTIRE PATCHNOTES LIST FOR IMPORTANT, AGAIN, IMPORTANT, INFORMATION!!!11!!eleven!11!1 0.04.6 is a huge leap foreward for Operation Avalanche...

Operation Avalanche v0.04.5 (old)

Operation Avalanche v0.04.5 (old)

Aug 31, 2012 Patch 0 comments

The new patch offers several minor balance tweaks, includes a new skin, and adds a new unit: the Sherman Ace!

Operation Avalanche v0.04.4 (old)

Operation Avalanche v0.04.4 (old)

Aug 21, 2012 Patch 0 comments

The new patch adds two new French units and balances several others, including officer aura buffs and some unit requirements.

Operation Avalanch v0.04.3 (old)

Operation Avalanch v0.04.3 (old)

Aug 4, 2012 Patch 0 comments

New patch addresses many graphical issues that suddenly cropped up last patch, as well as replacing the 'Unholster Sidearm!' abilities of Axis squads...

Post comment Comments  (0 - 10 of 81)
redgreen25 Feb 6 2015, 4:27am says:

Is this mod to be played only with special maps? The reason I ask is I just played using the PE faction vs ai Americans and the ai never built a single building. It only had 1 infantry unit at a time from the original HQ.

I played about 20 minutes building up an army thinking the AI would do the same. The AI only capped 3 points. Finally I moved in a single AT track vehicle to look over the AI HQ and found it as stated above.

I was playing on the Semois map. I'll try some other map as I really like how the units are laid out and everything.

+1 vote     reply to comment
Guest Dec 17 2014, 1:44pm says:

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saifmalik1401933 Oct 17 2014, 8:42am says:

your instructions are not clear , please add readme in the zip file , I really want to play this awesome mod
it will be really helpful , and make them simple pls

+1 vote     reply to comment
cachorrolokko Nov 5 2014, 12:43pm replied:

dont works with steam version

+1 vote     reply to comment
Guest Oct 17 2014, 8:39am says:

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fallbarbarossa Jun 19 2014, 6:59am says:


When can we expect a steam compatible version?

And, how is it coming along with the skins?

+1 vote     reply to comment
kahardianda Feb 3 2014, 7:21am says:

i found that your mod is really has some interesting point.
ultimately, tank crew which is able to get out whether the tank survive or not, but i had some thinking if the remnant of survived tank is able to manned again (in other words, taken over by enemy. and for some or all faction able to booby trap it) it would be nice, think about taking over enemy's tiger tanks :D.
and what about some ruins of destroyed building (i mean constructed ones) it will be realistic war, isn't?

+1 vote     reply to comment
Volsky Creator
Volsky Feb 16 2014, 12:47am replied:

In the context of a rolling battle, you have to understand that repairing a tank to working order takes much more time than what would be practical in-game. By and large, if the tank's crew has been spawned, they have abandoned the vehicle because it's armament/mobility has been rendered useless, or because it had a catastrophic ammunition explosion that has rendered both it and the crew a pile of scrap/goo. And, of course, anyone unlucky enough to be standing within ~40m of the tank. While I see where you're coming from (see: "cool" features from CoH2), the "huehuehue recrewed some pleb's Tiger Ace huehuehue" tank-capture mechanic is, as I mentioned, totally unrealistic. Since when can your average infantryman simply hop in a tank and drive off, considering battle damage and the fact that, unless he's a farmer and has worked around tractors, he has no flipping clue how a tank works, mechanically. However. Booby trapping wrecks (that will be salvageable by appropriate unit-based engineering units) as well as dropped weapons like BARs and LMG42s, is in the works. A massive pain in the arse to code, but in the works.

As for the buildings, this would become a sort of exploit if I added it into the mod. Destroy any building in-game, and then try to force fire (via the attack ground command) through that building with any ATG or tank. It will block those shots and also prevent any unit that's not a StuH or mortar/artillery from actually targeting anything (like enemy units) in front of it. Long story short, no, ruins won't be constructible as part of the mod (of course, you always have the option of simply blowing up ambient buildings). New maps that include garrison-able ruins might also come along, but as I'm no mapper, that's a long ways off. TY for the input!

+1 vote   reply to comment
kahardianda May 7 2014, 5:53am replied:

well, i do realize that steal tank ideas is kind of stupid idea though. but i just type it anyway :P.

ah, and those ruin of constructed building (barrack, tank depot, and anything else), i'm thinking of 'able' to be used as cover for infantry (or armored car and tanks?) so battle will be much more interesting (in multiplayer only though, as i know it will be pain in the arse to compile the script to make AI 'smart' enough to be able think of taking cover). i mean like the ruins of tanks which wasn't instantly gone after being destroyed and so leaving husk and able to be completely destroyed after that.

(well, 'battle will be much more interesting' bcause player 'non-AI' can't oversee everyplace in maps so allowing advanced tactics to be employed lik diversion when one area battle is hot enough 'say, one super pershing versus king tiger' it will be hard to distract your attention to somewhere else as both tanks can only be deployed once, so that battle could be used as diversion tactics. like KTiger take cover and choose another unit (group), press A, click an area to be attacked somewhere across that 'hot-battle' and back to the battle again, and the noob will be overwhelmed by the loss of his units/bases)

u r welcome
i love RTS realism battle
(long time ago i played a RTS games called 'Real War' i think? bcause i think the units seems so real (and funny bcause when you destroy the HQ, theres some stupid toilet jumped out from that HQ, perhaps you recognize that game?)

[i think the game i mention is called 'Real War: (Air-Land-Sea) 3D RTS PC Game' i found it at youtube :P]

+1 vote     reply to comment
Volsky Creator
Volsky Feb 16 2014, 1:08am replied:

Ah, in addition, the tank crew won't be able to escape if the tank explodes first--depending on the death critical that actually kills the tank, the crew will either escape unharmed (minus any of the crew that were killed) or be entombed inside the tank (e.g. not-spawned).

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Company of Heroes: Tales of Valor Icon
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Released Aug 3, 2012
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