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[Nouvelle] Preview de la MaJ de septembre version 1.2


SEPTEMBER 2019 PATCH PREVIEW - Version 1.2 Changes

August 22nd 2019


Starting Resources

We will be closely monitoring how the following change affect line infantry, including Panzerfusilliers, who will probably receive a cost reduction in the next version given their lower effectiveness in the early game.

  • Manpower further reduced from 320 to 300.


  • Now drops in with 2 FG 42s; second set has no requirements.
  • Now gains +25% accuracy when firing from stealth.
  • Veterancy 5 provides an additional 20% bonus.

Sturm Offizier

  • Now has access to Model 24 Smoke Grenades. 15 munitions.
  • Grenade benefits from Veterancy 1 cost reduction and Veterancy 2 ability range. -5 munition cost, +5 range.
  • Veterancy 5 now grants -25% weapon cooldown
  • Mark Target Received Accuracy penalty from 1.5 to 1.3
  • Mark Target tool-tip adjusted; ability does not boost the effectiveness of nearby enemies.

King Tiger

  • Mid AOE distance from 1 to 1.25
  • Far AOE damage from 0.125 to 0.15

Panzer VI Tiger (Command Tiger)

  • Far AOE damage from 0.1 to 1.75
  • Mid AOE distance from 1 to 1.5


  • Can Retreat once again

Opel Blitz

  • CP requirement from 1 to 2

Assault Artillery

  • Assault Artillery radius from 50 to 45
  • Assault Artillery shell count from 20 to 25


Grenadier - Experimental Change

We think Grenadiers are in a good spot in terms of their combat performance, but with only 4 models, they get wiped too easily once heavy indirect fire and big guns start roaming the battlefield. We’d like to trial a change that replaces their veterancy 3 Received Accuracy with a Damage Reduction modifier. This should help Grenadiers survive explosions damage in the late game, without really having an impact on their durability versus small arms fire.

  • Veterancy 3 -23% Received Accuracy replaced by -20% damage reduction

Wehrmacht Tech

Ostheer tech is more manpower demanding than other factions. The following two changes are designed to alleviate this slightly, and allow Ostheer to field key units slightly faster, particularly in the early game.

Leichte Mechanized Kompanie

  • Manpower cost from 200 to 150

Battle Phase 2

Manpower cost from 200 to 150

Command Panzer IV

  • Fuel cost from 120 to 100

Sdf.kfz 251

  • Veterancy 1 Infantry Awareness replaced by Schu Mine. Allows the Half-track to plant a Schu Mine for 30 munitions. 10 second plant time.
  • Healing rate from 0.25 to 0.4

Sdf.kfz 250 Mortar Halftrack

  • Incendiary Barrage now matches those fired by the LeIG. Fires 4 rounds over the target area.
  • Incendiary Barrage cost from 45 to 35.

Panzer VI Tiger

  • Far AOE damage from 0.1 to 1.75
  • Mid AOE distance from 1 to 1.5

Osttruppen Supply Drop

  • CP requirement from 4 to 3

Jaeger Command Squad

  • CP requirement from 3 to 2



  • Far AOE damage from 0.2 to 0.225
  • Mid AOE distance from 0.35 to 0.4
  • HVAP cost from 90 to 60.


Mobilize Reserves

Seven man conscripts were proving too potent with only the Molotov and AT grenade requirements, especially in conjunction with the price reduction in Soviet Tier 2 tech, and the traditional Soviet T70 power spike at very similar timing. The following change will represent a more meaningful choice for Soviet players.

  • Mobilize reserves now costs 25 fuel and 100 Manpower to unlock
  • It still requires Molotov and AT Grenade tech, in addition to Soviet T3 being built.

Combat Engineers

  • Mosin Nagant rifle now matches those used by Conscripts
  • Damage from 16 to 12
  • Accuracy from 0.518/0.449/0.334 to 0.757/0.660/0.557

Airborne Guards

  • DP-28 drop rate from 0.33 to 0.1


  • Far AOE damage from 0.135 to 0.2
  • Mid AOE distance from 1 to 1.35
  • Fragmentation round damage mid from 0.35 to 0.5
  • Fragmentation round far damage from 0.135 to 0.2


  • Concussive Trap plant time from 15 to 10
  • Concussive Trap cost from 15 to 10



  • Far AOE damage from 0.175 to 0.2
  • AOE mid distance from 0.75 to 1.15

Advanced Emplacements Regiment

  • Forward Assembly Repair Sapper range from 30 to 20
  • Repair Sappers should no longer instantly respawn if killed
  • Advanced Fortifications upgrade cost from 70 munition to 100 manpower and 20 fuel


  • Rate of fire from 4 to 2
  • Reload time from 1.5/2 to 1
  • Reload frequency from 1 to 2

Source : https://community.companyofheroes.com/discussion/comment/285985#Comment_285985

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