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Company of Heroes France - Winter Balance Patch 2020

Release Date: 04/09/2020


Mise à jour de 80Mo concluant le mod Winter Balance Preview.


The Winter Balance Patch is now live!

A massive thanks to the wider community for engaging in discussion, testing mods, and providing feedback. Much of this update is informed by community input, and we're confident that this patch will freshen up the game and result in a more enjoyable experience overall! Again, thanks for your continued passion.

A special thanks to Miragefla and Sander93 is in order. Aside from being leading contributors to the overall balance team process, they've taken on a lot of additional responsibility and dedicated a tonne of personal time to this patch. Shout out to Miragefla for extensive mod building, technical support, bug fixing, and patch implementation. Shout out to Sander93 for meticulously organizing and leading the testing process both in the mod and live build process, as well as acting as the internal coordinator, and external spokesperson.

Of course, a big thanks to the rest of the community balance team; Reporogue, Sturmpanther, Tightrope, Jae4Jett and support modders Nachocheese and Janne252. For the fourth major patch in a row, these chaps once again dedicated a lot of time and energy reading comments, discussing problems, and proposing soloutions. Here here!

Finally, big props to Osinyagov, and Sneakeye for UI art support, as well as for valuable testing input. Additionally, Sneakeye also provided a couple of nifty technical solutions for the update.



In order to stop players from calling on heavy armor immediately after it is destroyed, all heavy tanks, heavy tank destroyers, and heavy assault guns now have the following:

  • Recharge standardized to 3 minutes
  • Cooldown on ability now starts upon death of the heavy tank
  • Special thanks to community modder Sneakeye for providing the solution for this implementation.

Tiger - All variants

Due to the Tiger's low scatter and rate of fire, we are adjusting the unit's veterancy bonuses and AOE to make the Tiger less potent against infantry. In return, it will be gaining increased traverse speed with veterancy to compensate.

  • CP requirement from 9 to 12
  • AOE damage from 1/0.25/0.15 to 0.75/0.25/0.15
  • AOE distance from 0.25/1.5/3 to 0/1/3
  • Veterancy 2 now adds +30% turret traverse speed
  • Veterancy 2 scatter bonus removed

Command Tiger - OKW

The Command Tiger for OKW is seeing one of its upgrades removed due to how potent the mobile Tiger is when self-spotting and calling down artillery when encountering anti-tank guns. In return we are removing one of the penalties of its 'Command Tiger' ability, to encourage its use.

  • Command Tiger accuracy penalty during 'Command Tiger'ability removed
  • Panzer Commander removed from the OKW Tiger


The high armor of the IS-2 is being reduced slightly to allow Axis tank destroyers such as the StuG G, Jagdpanzer IV, and anti-tank guns to better counter this heavy tank. Its AOE damage is also being reduced due to how powerful heavy tanks currently are against all infantry types.

  • CP requirement from 9 to 12
  • IS-2 Armor from 375 to 340
  • AOE damage from 1/0.35/0.175 to 0.75/0.35/0.175
  • AOE distance from 0/1.35/3 to 0/0.85/3


We are reducing the AOE damage on the Pershing as a general reduction amongst the majority of heavy tanks.

  • CP requirement from 9 to 12
  • Pershing Manpower cost from 600 to 640; brings it in line with other heavy tanks.
  • AOE damage near from 1/0.4/0.175 to 0.75/0.4/0.175
  • AOE distance from 0.25/1.5/3.25 to 0/1/3.25


The KV-2 is getting some minor mobility buffs at veterancy 3 to have some of its bonuses become more in-line with other heavy tanks.

  • CP requirement from 9 to 12
  • Now gains +25% rotation rate, and +20% acceleration/deceleration at veterancy 3 in addition to its 160 health increase

Churchill Crocodile

  • CP requirement from 9 to 12

Generalist Medium Tanks

In order to make generalist medium tanks more viable, we are lowering their target size to make them more difficult to hit. The changes will not apply to Tank Destroyers and specialist vehicles based on a medium tank chassis. Units like the Sherman Firefly and Sherman 105mm will remain the same due to their role.

These changes should reduce the chance to get hit by 7-10 percentage points from medium to far range - ex: an 88% chance to get hit becomes an 80% chance.

Panzer IV, Panzer IV Command Tank, and Panzer IV J

  • Target size from 22 to 20

Sherman M4A3, Sherman M4A3 (76), Sherman M4A3E8

  • Target size from 23 to 21
  • Mechanized and Urban Assault Dozer upgrade returns the value back to 23

T34/76 and T34/85

  • Target size from 22 to 20


Because of the above changes, the Cromwell is losing its target size advantage over other medium tanks. This is being compensated by increasing the power of its MGs to be on-par with the Panzer IV's hull and coaxial, improving its anti-infantry effectiveness.

  • MG cooldown duration from 2/3 to 2/2.5
  • MG far cooldown from 1.5 to 1
  • MG mid cooldown from 1 to 0.85
  • MG far accuracy from 0.35 to 0.4
  • MG mid accuracy from 0.55 to 0.575


Infantry Sections

Overall sentiment suggests Tommies are too punishing to use, especially in fights where they need to maneuver. These changes are designed to make them less difficult to use in the open and on the move, while keeping their overall power level relatively the same.

Additionally, in order to give the UKF an easier time to engage static defenses, the Pyrotechnics upgrade has received an off-map smoke barrage ability, allowing UKF players the ability to bypass defenses during assaults.

  • Lee Enfield moving accuracy from 0.35 to 0.5
  • Pyrotechnics unlocks 'Off-Map Smoke Barrage'. 25 munitions. Smoke comes from off-map after a 3 second delay; has cooldown is shared amongst all Infantry Sections. Same range as Tommy Artillery Flares.
  • Target size from 0.9 to 0.85; target size in cover remains the same at 0.8
  • Lend Lease Regiment Assault Section upgrade removed (see below).

Assault Infantry Section (Assault Section Package)

In order to give the UKF more starting build options, particularly in urban maps, Assault Sections have been reworked as a separate call-in squad:

  • Now an infantry call-in for 280 manpower for 0 CPs
  • Automatically starts as a 5 men squad; not affected by bolster
  • Target size 1
  • Equipped with 5x Stens; same stats as Assault Engineer M3 Grease Guns
  • 2x Thompsons Package now unlocks White Phosphorous Grenade; survivability bonus moved to veterancy
  • Veterancy reworked:
    • Veterancy 1: -25% recharge on all grenades, -10% Received Accuracy
    • Veterancy 2: -29% Received Accuracy, -25% Weapon Cooldown
    • Veterancy 3: +30% Weapon Accuracy, -5 munitions to Mill Bomb and No.77 WP Grenade cost.

Tank Hunter Infantry Section

Tank Hunter Sections will now be deployed with 5 models due to their CP and cost requirements. Furthermore, they can now be upgraded with PIATs to increase their effectiveness against tanks in the mid-to-late game.

  • Now automatically starts as a 5 men squad; not affected by bolster.
  • Can now replace their Boys AT Rifles with PIATs for 70 munitions.
  • PIAT upgrade removes the out-of-cover penalty to cooldown and reload.

British Platoon and Company Command

To put their CP gain on-par with other factions, UKF will now gain CPs upon teching up.

  • Now grants half a CP upon completion.

Assault Officer (Previously Was Airlanding Officer)

The Brits lack a dedicated close quarters squad. In order to mitigate this somewhat, we have repurposed the underused Airlanding Officer into an offensive utility option for this period of the game. This should give Brit players the ability to handle close-quarters situations, but only comes in limited numbers. His Recon Run ability is also being increased in cost to match his USF counterpart.

  • Now Available at the Platoon Command Post; limited to 1
  • Population from 9 to 8
  • Cost from 280 to 320
  • Reinforce cost from 35 to 30
  • Bodyguards switched to Tommies with Unsilenced Sten Guns, same stats as Commandos, but deals slightly more DPS at mid-range.
  • Heroic Charge now functions similar to Captain’s On Me in terms of functionality; Unit will sprint, gain -20% Received Accuracy and +20% Weapon accuracy during its duration. Lasts 15 seconds.
  • Gains an additional (5th) soldier at veterancy 2
  • Now gains +30% weapon accuracy at veterancy 3
  • Received Accuracy bonus at veterancy 2 moved to veterancy 3
  • Self-Healing at veterancy 2 removed
  • Veterancy 3 received accuracy from -23% to -15%
  • Removed Smoke on Retreat at Veterancy 3

Universal Carrier

The following change has been made to make the Wasp more effective in its role of dislodging garrisoned MGs.

  • Wasp upgrade now increases armour from 5.8 to 7

British Medic Squad

With recent updates shifting UKF build orders more towards a varied roster of units, the average amount of Infantry Sections with the medical kits is likely to be decreased. In order to give UKF more options to fully heal their squads before sending them back into combat, a Medic Squad has been added to the HQ from the HQ Glider.

  • Now available from the HQ for 180 manpower


  • Auto Search Healing toggle now roots the squad to the target position.
  • Single target heal rate from 2 to 1

Sexton and Valentine

  • Valentine Supercharge barrage no longer shares a cooldown with the regular barrage.
  • Valentine Coordinated Barrage from 35 to 60

HQ Glider
The following changes have been made to balance the removal of the Airlanding Officer. This will allow the glider to act as a forward position and also call-in team weapons as required.

  • Cost from 540 to 200
  • Can be upgraded with the Forward Retreat Point for 200 manpower; does not require the Company Command Post and unlocks 3 medics that will heal nearby units
  • Medic and Air landing Officer removed from the glider
  • No longer deploys Airlanding Officer upon landing
  • Can now train regular Vickers HMG and 6-pounder ATG squads (as well as a Commandos squad), that will spawn at the glider
  • Can now be repaired; also applies to Commando Glider

British M5

With the increase in UKF CP gain, we are moving the M5 back to reduce the power of the M5 Quad rush before counters are available.

  • CP requirement from 2 to 3



  • Population from 15 to 13


In order to slightly reduce strength of the Mobilize Reserve upgrade, a number of changes have been made.

  • Mobilize Reserve reinforce reduction from 3 to 2; changes reinforce cost from 17 to 18
  • Reload cover bonus from the Mobilize Reserves has been removed.

ZiS-3/SU-76 Barrage

This change puts the barrage from ZiS-3 weapons inline with other direct-fire weapons and mortars that receive penalties when striking units in heavy cover.

  • Heavy cover damage modifier from 1 to 0.5

Airborne Weapon Crate Drop

The cost of the weapon crate is being increased to match the performance of the weapons it gives, particularly Conscripts with their SVTs.

  • Price from 45 to 60

Airborne Guards

Minor changes are being made to encourage the use of Airborne Guards and their SMG package.

  • Manpower cost from 380 to 360
  • Veterancy 1 Airborne Strafe from 60 munitions to 45
  • PPsH-41 upgrade now grants Tactical Assault ability; similar to Paratroopers and Stormtroopers

For Mother Russia

Standardization change to bring in line with other similar abilities.

  • Sprint now cancels when in combat

Soviet HQ

Due to the large size of the headquarters building, the search range for the medics is being increased so that squads are more likely to be within range.

  • Medic radius from 20 to 25


Airdropped Combat Group

  • Manpower cost from 350 to 380

Cluster Bomb

Cluster bombs previously arrived too fast for team weapons to avoid, even if they began packing up on smaller maps. The delay has been increased to allow players to dodge out of the way.

  • Added 1 additional second to delay before the plane arrives

USF Grenade Package unlock

  • Manpower cost from 150 to 100

M36 Jackson

In order to make the Jackson slightly more vulnerable to medium tanks when caught out of position, its armor has be decreased.

  • Armor from 130 to 110


OKW Battlegroup Headquarters

Due to the large size of the headquarters building, the search range for the medics is being increased so that squads are more likely to be within range.

  • Medic search range from 20 to 25


  • Grenade ability is now a timed passive. Automatically attacks enemies for 30 seconds
  • Grenade AOE damage from 1/0.35/0.25 to 0.75/0.4/0.25
  • Grenade AOE distance from 1.25/2.5/3.75 to 0/1.25/3.75
  • Grenade reload duration from 0 to 4

Due to all the recent changes to all heavy tanks, the previously established restriction of mutual exclusion with the Tiger II has been removed.

  • Can now be called in if the Tiger II has already been deployed (or vice versa)


The Jagdtiger is receiving some changes to make its cost and veterancy more in line with its recently adjusted performance.

  • Fuel cost from 260 to 245
  • Veterancy requirements from 4500/9000/18000/22500/29925 to 4050/8100/16200/20250/26932

LE.IG/Mortar Half-Track Incendiary Barrage

The DOT against emplacements has been slightly reduced. Previously a full salvo would almost kill an emplacement if it was at full health.

  • DOT Incendiary +25% against Commonwealth Emplacement tag removed.
  • Brings DOT damage per tick versus defenses from 4.67 to 3.75


The increased range to AT Grenades from veterancy 2 made it too difficult to kite against Panzerfusiliers and gave them too much range against most vehicles when combined with their 5 to 6 man squad. This is being addressed. Furthermore, units will now callout Panzerfusilier grenades that are being thrown.

  • Veterancy 2 AT Grenade range boost removed
  • Fixed an issue where Panzerfusilier Grenades did not have a callout/warning when thrown.


The Panzerfaust is being removed from Fallschirmjager to increase their vulnerability to vehicles.

  • Panzerfaust removed

IR 251 Half-track

Due to an unfixable bug that severely affects gameplay, the IR halftrack has been reworked. The searchlight can no longer spot enemies in the fog of war, and instead the unit will now serve as a recon tool that provides a considerable direct vision.

  • Vision now narrows to 120 degree arc when set-up and increases vision to 80
  • New ability: Detection – Spot nearby units around the half-track on the mini-map for 30 seconds. 15 munitions and 60 seconds recharge.
  • Fuel cost from 5 to 10


  • Population from 15 to 13


Heavy Panzer Korps

In an attempt to increase the power of Ostheer's late game without increasing the power of its units, we are giving the structure a passive bonus for the army. This will reward players for teching to T4 and allow Ostheer to be more aggressive by reducing the bleed on core infantry units. The increased capture speed should also allow Ostheer players to retake sections of the map more quickly in the late game.

  • Now reduces the reinforce cost of Pioneers, Grenadiers, and Osttruppen by 2
  • Reduces the reinforce cost of all team weapons by 10%
  • Increases the capture and decapture rate of all Ostheer infantry units by 25%

Tech Changes

Sentiment suggests that Ostheer tier 4 is too prohibitive to use. In order to facilitate an easier transition for Ostheer T3 to T4 builds, we have implemented the following:

  • Battlephase 2 tech from 90 fuel to 105 fuel
  • Battlephase 3 tech from 25 fuel to 35
  • Support Armour Korp -T3- no longer has a fuel cost
  • Heavy Panzer Korp -T4- building no longer has a fuel cost

Credit to Derbyhat AKA Jibberjabber for originally proposing this change.

Pak 40

Due to Ostheer's weakness to light vehicles, we are slightly boosting the horizontal tracking speed of the Pak 40 to allow it better track fast-moving vehicles.

  • Horizontal tracking speed from 12 to 14


Due to its cost, lower than usual range, and casemate design, the Brummbar is having its armor nerf partially reverted to allow the unit to engage fortified positions.

  • Armour from 240 to 260

Panzerfaust - all variants, including OKW

The speed of the Panzerfaust projectiles being lowered as an attempt to remove the issue of Panzerfausts occasionally missing their targets.

  • Projectile speed from 55 to 25

Fragmentation Bombs

The following changes are in order to make fragmentation bombs less effective at the edges of the map, where they can wipe team weapons without a chance to react, while keeping their potency against targets in the center of the map.

  • Delay from 2 to 4
  • Plane speed from 175 to 275

Ostheer LeFH 18

  • Population from 15 to 13


  • Tech requirement removed
  • Requires 5 CPs to be unlocked
  • Now requires to be built from the HQ building.

Bug Fixes

As always: a huge thanks to all the community members who have reported bugs so that the team could identify them and look into fixes.

  • Fixed an issue where Obersoldaten models equiped with IR STG 44s would die in a "T-pose" (special thanks to community modder Sneakeye for the solution)
  • B4 target size from 1 to 20
  • Fixed an issue where the Panzerfusilier Grenade AOE distance values were not properly set to 1/2/3
  • KV-8 45mm should now recognize prioritize vehicle commands
  • Recovery Sappers should no longer lose their minesweepers or weapons when reinforcing with multiple slot items.
  • Ostheer Medical Kits should now immediately go on recharge after use
  • Valentine should no longer reveal itself on random occasions when in Recon Mode
  • Le.FH 105mm Howitzers should now correctly have 5 levels of veterancy when recrewed by OKW
  • Sturm Offizer Forced Retreat can no longer accidentally be used on retreating units (which could double their retreat speed)
  • Ostheer Puma no longer shares the same hotkey with the 222
  • Fixed an issue where the Stuart and Greyhound 37mm had higher aim-times than other vehicles
  • Fixed an issue where the Puma Aimed Shot applied to the Crocodile’s flamethrower rather than the main gun
  • Fixed an issue where the Volksgrenadier cover sight bonus activated at veterancy 5 rather than veterancy 4
  • Fixed an issue where Assault Guards were 6 population rather than 8
  • Fixed an issue where Assault Engineers did no receive their -10% received accuracy at veterancy 1.
  • Fixed an issue where the Tiger in Mission 8 would receive heavy engine damage when recrewed
  • Fixed an issue where team weapons in the Soviet campaign would receive destroyed engine criticals
  • Fixed an issue where certain units would not receive a bazooka when picked up
  • Fixed an issue where Sappers would receive a different Bren Gun profile when picking one off the ground
  • Fixed an issue where the 6 Pounder's veterancy requirements were incorrect; was using values for the Pak 43 and not the Pak 40.

Source : https://community.companyofheroes.com/discussion/comment/287792#Comment_287792

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