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 period of Jun-Sept 1944. This spectrum ranges from divisions 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 we 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!

Post news Report RSS 1.1 Released, Happy New Years!

Hello everyone; all five parts have been uploaded. Eventually, whether by myself or another kind individual I hope to have these compiled into one, maybe two files. I will try to do this if I have the time and bandwidth free to do so.

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Hello everyone; all five parts have been uploaded. Eventually, whether by myself or another kind individual I hope to have these compiled into one, maybe two files. I will try to do this if I have the time and bandwidth free to do so.

Before going into what this version entails, I would like to point out some misconceptions which I have been seeing as of late, to help clear up any confusion or ignorance due to lack of information. I am the only individual actively working on this modification.

I am quite lucky to have access to the beautiful models by DMz and Beefy^, and I am also very lucky to have assistance in regards to how to accurately calculate, frame and model genuine armoured combat in this modification from Ruhrpottpatriot.

While these three individuals (And one skinner who I will not name as I'd like it to be a surprise to the community when he shows off his product) give me invaluable knowledge and assistance in various areas, at the end of the day coding, implementing, making it all come together is my job and my job alone.

So please, bare with me as an individual. I am only one man, and I will try my best to continue this modification. Soon enough, this modification will be renamed to help both myself and the community move forward into uncharted territory. I will never forget the work done by those before me, and what Ken has allowed me to take over from him.

However, time has passed and I believe it is time to take a step forward into the future. I hope that those who follow this modification at least glance at my other projects in the future, as I do not believe CoH will contain my passion for modifications which has grown so much over the past year and developed from a small hobby into a true enjoyment.

Reworked Infantry HP (Again):
I have modified all Infantry HP slightly to help them survive more. The change was quite minor, and I honestly have zero intention of increasing this any further but it will help in the long run.

Reworked Cover System: The benefits of cover have been reworked for every single infantry unit in the game. Players will notice that all types of cover offer more protection than before, and this is to underline the importance of cover for a foot soldier. Players will experience the true visceral nature of warfare if they are caught off guard, whether it be in the middle of the road or in a lake.

However, infantry will be much safer in general whilst in cover and coupled with the HP increase combat is more logical and while still visceral, not as "Meat Grinder" as before.

Armour Rework: All armour has been reworked. Weaponry has been fully reworked in this regard, glaring issues have been fixed and while these are very alpha placeholder statistics in regards to damage, the overall feel of how armour combat should be has been implemented.

Players should have very little if any instances of requiring an absurd amount of hits on a vehicle in order to kill it, unless this is intended to occur in the first place. Armour based MGs have also been toned down slightly, as many vehicles have 3-4 of them total.

Be aware that they still pack a punch, but not as much as before where infantry were essentially nullified.

That's more or less all that has been changed. It may not seem significant but you need to understand that every one of these reworks has required every single vehicle or infantry file to be changed. Just to give you perspective, essentially every single soldier in a division has their own file. Do the basic math and you'll understand why it takes 10-12 hours to get something like this finished and this is in a perfect world.

I hope every has had a lovely New Years, it is almost 4AM on my end. For those remotely interested, I will be updating the "Principality of Gallia" modification sometime this week for Civilization 5. Hopefully by that time I will have found a modeler to help me with the lack of custom models I have on that platform.

All the best, Please report any issues to our bug tracker! Otherwise they can get lost/forgotten/buried, and this makes it harder for me to keep track of what needs to be done which makes it harder to me to fix them ASAP for you guys. :)

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