Contents.Gameplay Dynamic Environmental Effects System Opposing Fronts implements a Dynamic Weather Effects system consisting of real time effects and day-to-night time transitions. In addition to these enhancements, particular birds sing at various times of the day and during specific weather patterns. Although Relic had initially indicated otherwise, the Dynamic Weather Effects system has no tactical impact on the battlefield. New Single-Player Campaigns Opposing Fronts introduces two new single player campaigns. The campaigns feature gameplay from the British perspective and the German perspective. The British campaign is based on the. It features nine missions focusing on the attack by British and Canadian forces from, and Beaches to the city of. The German Elite's campaign is based on driving back Allied forces during. Company of Heroes players are able to play against Company of Heroes: Opposing Fronts users. Those who own both games can either play as the Americans or the British against the Wehrmacht or the Panzer Elite. Those who own only Company of Heroes can play only as the American or Wehrmacht armies. Factions British 2nd Army. Steam Workshop: Company of Heroes 2. Description: Re-implements the Infantry Emphasis Game Mode to make vehicles unafordable. You can use it with your favorite tuning pack that makes other kinds of changes. Yeeeaaah, time to fall back. This is where it gets a lil dicey. In Company of Heroes, these units will act as your basic infantry, useful for throughout the game. Initially they are armed with a simple Karbiner 1898 bolt action rifle and operating in 5 man squads. Company of Heroes - Infantry Only Mod: This mod from CptMackay removes vehicles, among other. Company of Heroes - Infantry Only Mod free download. It features eight playable missions following a Panzer Elite Kampfgruppe in occupied Netherlands that is bracing itself for one of the largest airborne invasions in history.Compatibility Company of Heroes players are able to play against Company of Heroes: Opposing Fronts users. Those who own both games can either play as the Americans or the British against the or the Panzer Elite. Those who own only Company of Heroes can play only as the American or Wehrmacht armies.Factions British 2nd Army The British are the new army in the series. Their primary advantages are defensive. A greater number of static defences can be built, such as and emplacements. These emplacements have an associated population and manpower cost to prevent the map being overrun with defences. Their standard unit, the Infantry Section, has stances that alters their speed and reactions. Though more effective than their American counterparts, most British infantry move slower in neutral or hostile territory unless led by a or, which are extremely expensive. The British mainly rely on officers, such as the Captain, Lieutenant and the, to improve effectiveness. British bases can be packed up and redeployed at different positions, but at the cost of freezing resource income. Veterancy for the British is also unique. Only officers can become veterans. As they gain rank, they gain new abilities and benefits for their soldiers. Company Of Heroes ModInfantry units can become more mobile if mounted in the, and engineers get support from the fast moving early in the game.The command trees for the British army in the game are based on famous branches of British and armed forces. The three trees are:.: this heavy-artillery based regiment allows the player to use, and allows the player to deploy and supercharge artillery shots.: players who choose this regiment can deploy, who are adept at harassing enemy infantry, and the light via a Glider. As long as the glider remains on the field, it is capable of producing specific units (depending on which glider was called in), as well as in certain cases reinforcing nearby units, although all gliders apart from the HQ glider must be in connected territory to produce more units. Other abilities include tracing enemy troop movements, intercepting Axis messages, and planting decoy flares. This regiment is inspired from the, and the which saw action during the Normandy campaign.: this regiment gives players access to three variations of the (, and ), improves entrenchments and the, and allows tanks to.German Panzer Elite The Panzer Elite, also called the Kampfgruppe Lehr is a faction designed by the game developers who draw their inspiration from the and mish-mash of German units that opposed the Allied forces in, including the and.The Panzer Elite mainly focuses on speed and vehicles. They cannot build static defenses apart from a few doctrine-specific heavy weapons. They rely instead on the use of and similar light vehicles to hold territory and increase resource income. They also don't use crews, instead they use support halftracks, for example, instead of an anti-tank gun, they have an anti-tank halftrack. Unlike other players' halftracks, (the standard Panzer Elite infantry) can fire heavy weapons, such as, or, from inside the vehicle. They can also repair vehicles, but at a slower pace than standard engineer units. At the same time, the Panzer Elite has and repair units.The three doctrines for the Panzer Elite are:. Tactics: Allows the player to construct environmental defenses (i.e., blocking a road, or sector artillery). Players can also completely disable or booby trap strategic points or buildings and use the. Tactics: Allows the player to deploy flakpanzers, ground attack aircraft. Luftwaffe ground forces install and turrets, and can blanket areas with (with Type 70 fuses). Players using this doctrine also receive advanced repair even if the player has not researched the skill yet. This allows them to repair vehicles far faster than the standard Panzergrenadiers. Tactics: Allows the player to deploy and, while the infantry has improved ability to detect and engage enemy tanks. Panzergrenadiers also gain access to and squads are issued a double number of Panzerschrecks and anti-tank grenades.Plot. This section's plot summary may be. Please by removing unnecessary details and making it more concise. ( January 2014) D-Day +1 The campaign starts off with the British 3rd Battalion (aka Boudica's Boys), as they advance along a road towards the town of. They are ambushed by units of the German, forcing the battalion commanders, Major Blackmore and Captain Cutting, to pull the battalion back. After taking out the attacking force, the battalion bombards the town, taking it after dealing with the remaining German forces.Operation Epsom In, British forces remobilize to take Caen, after the failed attack. The 3rd Battalion and the are tasked with taking the bridges over the and taking. Under the cover of a creeping barrage, they take the hill, and the Royal Scots stay behind to fortify.Operation Windsor In, the airfield at was the next objective of 3rd Battalion. Under the cover of night, a regiment lands outside the airfield while Royal Canadian Rifles assault the airfield with light tanks and infantry, as it is bombarded by the Royal Scots Engineers. The commandos destroy German H.Q.s in the area, and move to secure the German defenses surrounding the airfield. However, it is discovered that the airfield is still operational.The next morning, the Germans launch a counterattack on the Canadians, but fail. The Canadians push to the airfield, and secure it after clearing the hangars. As Cutting radios the Royal Scots, he and Major Blackmore find that Hill 112 is under attack.Operation Jupiter In, German forces attempt to take Hill 112 from the Royal Scots. At night, they attack with heavy and Stormtroopers, trying to overwhelm the Regiment. With armour support from 3rd Battalion, the Scots retain control of the hill.Operation Charnwood In, 3rd Battalion, along with C company, enter the city of Caen after it had been carpet bombed the night before. Instead of destroying the German forces, it causes them to dig in deeper. Boudica's Boys push inwards and secure part of Caen, believing that the Germans have retreated.However, a recon force shows that the Germans have left behind a, and have placed mines, snipers and machine guns everywhere. The Battalion, along with the Royal Scots, move in and seize Caen, mopping up all remaining defenders.That night, the Battalion digs in, and defends against an aggressive German counter-attack by heavy Panzers, and elite infantry.Operation Goodwood In, with Caen in Allied hands, 3rd Battalion mobilizes south of Caen. It arrives at with B Company, and after destroying looking over their line of advance, destroys the remnants of the. 3rd Battalion, having done the British Army a great favour, are allowed to rest as 2nd Battalion continues the advance.Panzer Elite Campaign: Operation Market Garden Wolfheze The campaign begins with Lehr training in, only to be interrupted as British paratroopers descend from the skies. The Kampfgruppe use whatever men and forces they have to repel the invasion. After the attack, the Kampfgruppe commanders, Major General Voss and Berger brothers Aldrich and Wolfgang, find plans for the entire operation in a downed British glider.Oosterbeek As part of the 'Market' phase, the British attempts to capture bridges across the Rhine in. Kampfgruppe Lehr is tasked with intercepting the British paratroopers before they reach Arnhem by destroying the bridge at Oosterbeek and defending against an Allied attack.Hell's Highway Critical to Operation Market Garden, the British advance along, known as 'Hell's Highway', to relieve the paratroopers. Kampfgruppe Lehr is mobilized near and their objective is to occupy the town and delay XXX Corps.Cleaning up After successfully thwarting the British XXX Corps at Valkenswaard and at, Kampfgruppe Lehr needs to remove all enemy forces inside the Netherlands. First, they move to secure Arnhem and recapture the bridge, the last bridge that the Allies need in order to start pouring into Germany.Having routed the 1st Airborne's 2nd Battalion in Arnhem, the Kampfgruppe recaptures Valkenswaard from the British XXX Corps, and finally remove the last paratroopers from Oosterbeek in the campaign's final mission. Of the two brothers, Aldrich dies in the battle, determined by how the mission is played. Aldrich is placed with a random infantry squad or vehicle and if that unit dies, a soldier will tell the player that Aldrich has been killed, or revealed dead in the ending cutscene with his older brother acquiring his belief that the war is over and his doubts about what's he's really fighting for.The epilogue reveals that Wolfgang survived the war and lived on in the rebuilt Berger family estate until his death in 1989 and is buried in the family graveyard. Extra Content revealed in the guidebook stated that he had a couple of sons, one named Aldrich for his fallen brother.Interplayability Opposing Fronts is not a classic expansion in that it does not require the original game. By itself, it allows partial access to the original game's assets in multiplayer mode. This allows players of the original game to play with those who have Opposing Fronts, even if only one of the players owns the expansion. In the same way, players who own both games can play as and against any faction. However, Opposing Fronts players also have the option to play with only those who own the expansion. This stand-alone setup is similar to, another Relic title, and its subsequent expansions.Opposing Fronts requires customers to create an online account for multiplayer. In an effort by Relic to counter piracy, the game requests account if Internet access is detected. Otherwise, a standard DVD check is used.Reception ReceptionAggregate scoresAggregatorScore87.15%87Review scoresPublicationScore8/108.0/108.8/10Company of Heroes: Opposing Fronts was generally very well received.References. A US WWII Rifleman.In and its expansions, an Infantry unit is one comprised entirely of foot-mobile individual soldiers, each carrying his own personal weapon. This distinguishes them from, which are engine-propelled, and from, which carry weapons operated by more than one man. Infantry units often include more than one soldier, always moving and fighting together as a single team (an Infantry Squad). Infantry are usually slow and vulnerable, but quite versatile - they often possess several Combat Abilities, can take various upgrades, and may pick up abandoned specialty weapons from the battlefield. Infantry are expected to perform a wide variety of tasks, and be able to stand up to (if not defeat) most enemy units. Nonetheless, most infantrymen are considered expendable - stopping the enemy with their bodies as well as their guns.Note: When a foot-mobile squad is operating a larger specialty weapon (like a Heavy Machine Gun or Anti-Tank Cannon), it is often referred to as a, and may obey different rules than the ones listed here. Contents Overview List of Infantry Units by FactionInfantry Squads.Infantry Squads.Infantry Squads.Infantry Squads. These units may or may not be considered Infantry, read more on this below.In, controllable units can be divided into several categories, the primary ones being Infantry. There are many differences between these unit types.Infantry units are defined as being comprised of foot-mobile soldiers carrying hand-held weapons. This distinguishes them from, which are propelled by engines, move on wheels or treads, and often carry much larger weapons (if any). It also distinguishes them from, which are foot-mobile but centered around a large weapon that must be operated by more than one man.Beyond this simple distinction, Infantry units also exhibit many other differences from - in how they behave on the battlefield, the options available to them, and also the various rules they must obey that Vehicles do not.First and foremost, Infantry are often arranged in 'Squads', made up of several independent entities (called Infantrymen), who can fight, move and die on their own. The Squad is a permanent grouping of these Infantrymen, and they can only receive orders as a group - moving together, attacking together, etcetera. Losing one or more Infantrymen from a squad doesn't not kill the entire squad - in fact the lost men can be replaced by paying a nominal Manpower Manpower cost.Infantry Squads have several innate abilities that they all possess by default. They can all capture to control territory, some faster than others. They can all be ordered to Retreat to HQ, an action which can save a unit from destruction but renders it uncontrollable for a short while. Finally, all Infantry Squads can Garrison neutral and friendly structures, to gain great protection from enemy fire. They can also 'garrison' specific vehicles, called 'Infantry Transports', which bestow similar protection and can move Infantry around the map much faster.Infantry obey the game rules of. Suppression, caused by enemy fire, can render an Infantry unit incapable of fighting (and often easier to destroy), requiring special measures to avoid losing a squad to something as simple as fear. Cover, on the other hand, protects Infantry while they fight, reducing damage and the effects of Suppression. Infantry can enjoy several different types of cover. Using Infantry often utterly depends on finding good cover during any battle.Finally, Infantry are pretty much defined by the weapons they carry. Each Infantryman carries a single, hand-held weapon - ranging from small pistols to huge rocket-launchers. Most Infantry units also have the ability to acquire better (or at least specialized) weapons either through upgrades or through picking up weapons abandoned by the enemy. Most squads can even capture abandoned Heavy Weapons, creating a new.The InfantrymanAn Infantryman is a soldier, working and fighting on foot and carrying his own personal weapon. He is the basic element making up the Infantry unit.Infantrymen carry their own personal weapons - anything as small as a pistol or as large as a rocket-launcher. For the most part, these weapons are good for killing other Infantrymen, though some personal weapons (again, like the rocket-launcher) can pose serious threat to larger targets or even buildings. If a weapon is so large that it must be operated by two or more Infantrymen, then it is classified as a, and the Infantrymen operating it may obey different rules than the ones listed here.Infantrymen invariably wear little protection, usually no more than a helmet. As a result, they are extremely vulnerable to just about any weapon in the game. Bullets are naturally their worst enemy, making them weak against rapid-firing automatic weaponry, but flames and high explosives are equally deadly. The Infantryman's best defense is his size - he is a much smaller target than any vehicle, and therefore much harder to hit without precision weaponry.Infantrymen are slow, as they need to walk or run to their target. The normal movement speed for Infantry is 3 meters per second, with most vehicles in the game being twice as fast if not more. However again, thanks to his size compared to vehicles, the Infantryman usually has no problem navigating around obstacles, through narrow passageways, or across narrow bridges.Health-wise, Infantrymen are among the flimsiest objects in the game, with Maximum Health values often ranging between 55 55 and 70 70. This again means that any large weapon or explosion will kill an Infantryman on the spot - if it manages to hit at all.Infantry SquadsMost (but not all) Infantry units are actually comprised of several individual soldiers, with some units having up to 6 members at any given time. These soldiers will move together, fight together, and overall behave as a single entity. It is only possible to give orders to the entire squad, not to any individual soldier in the squad. This is of course completely different from, which are always individually-controllable.Infantry squads can be very different in size and abilities. For example, the is a 6-man unit armed with basic mid-range rifles, while the is a 'one man squad' armed with an accurate long-range rifle, and the is a 3-man squad armed with anti-tank launchers. However, in all cases each of these squads behaves as a single entity, with the differences between them being primarily in size, armament, and special Combat Abilities.Health, Death and ReinforcementIn Infantry Squads comprised of more than one soldier, each of these squad-members can be independently targeted, hurt and killed by enemy weapons. The game keeps track of the health of each soldier independently of the others, so that in theory one man can be killed while all other squad-members remain fine and healthy.All factions have some method of returning Infantrymen to full health. Each faction handles this slightly differently, either through special abilities or through structures that regenerate health for all nearby soldiers. Some Infantrymen even have the innate ability to regenerate their health over time.If a member of the Infantry Squad dies in battle, the squad is said to be 'missing a man'. This makes the unit weaker, because it now has one fewer weapon! To return the squad to its full combat effectiveness, the lost man must be replaced. This is called 'reinforcing the squad'.Reinforcement can often take place near base structures, near the player's headquarters, near specialty units like the, or anywhere freely. The option to do so appears in the Infantry Squad's command menu, and is only enabled when the unit is within range of the appropriate reinforcement-providing facility or vehicle. Each click on the Reinforcement button will return a single lost man to the squad. Reinforcement is only possible if the squad is missing a man - no squad can be reinforced to be larger than it was when initially created, other than through use of Panzer Elite's squad expansion upgrade.In all cases, reinforcing an Infantry Squad costs a certain amount of Manpower Manpower proportional to the original cost of the entire squad. Most commonly, the price is equal to about 1/2 of the value of a single Infantryman in the squad. For example: A costs 270 270 to create, and is comprised of 6 men. Each man is therefore worth 45 45 ( 270 / 6 = 45 ). Reinforcing a costs only 27 27 per man, a little more than half the worth of a single soldier. As a result, reinforcing is significantly cheaper than losing the entire squad and purchasing a brand new one.If the squad loses all of its men, then the entire unit is considered 'lost', and a completely new squad would need to be recruited in order to replace it. It is not possible to reinforce an entirely-destroyed squad - it doesn't exist anymore to be reinforced!Naturally, one-man squads (such as a or ) cannot afford to lose any men, and cannot be reinforced at all. If this lone Infantryman is killed, he can only be replaced by recruiting an entirely new one for the same price back at the base.Innate AbilitiesVirtually all Infantry units possess three abilities that are not normally available to. First, almost all infantry squads can capture. Second is the ability to Retreat back to headquarters. Lastly, the ability to Garrison a structure in order to gain its protection.Capturing Strategic PointsBattles in revolve largely around securing and holding, thereby receiving a constant income of resources from those points. Although (very) few and can capture given the proper conditions, virtually every Infantry unit can do so by default. In fact, Infantry are often expected to handle most of the sector-capturing duties throughout the battle.To capture a sector, select an Infantry unit and right-click on a neutral or enemy-controlled. The unit will move to close proximity of that point and begin capturing it. While this is going on, the unit is largely unable to fire back at any assailants, and is often more vulnerable to damage as well.Different Infantry units may have different capture rates. If 100% is the standard rate, capture points at a 150% rate, thus taking only 3/4 as long to do so as most other unit. Capture at only 75% the normal rate, and so on.Once a sector is captured, Infantry are often expected to fortify it - protecting it from enemy invasions. Available defensive construction options depend on the type of Infantry units, and some units have no such options at all. Some factions can 'secure' a point by building an on top of it, while others can mine or boobytrap the point to kill any enemy units coming to take it.RetreatingAll Infantry units have a Combat Ability called 'Retreat to HQ', visible in their action menu. Clicking on this ability will cause the entire squad to run back to your faction Headquarters, if one exists at all.Retreats are used to rescue an Infantry unit from certain death, such as when facing a superior opponent and in risk of losing the entire squad. Remember that as long as the last man in a squad remains alive, the squad can be reinforced back to full strength for a much cheaper cost than purchasing an entirely new unit. A surviving squad also retains, upgrades, and possibly any weapons it has picked up, giving extra incentive to retreat a squad that's about to be destroyed rather than leaving it to fight to the death.Retreating a unit by using the Retreat command has several advantages and disadvantages compared to simply giving it an order to move back to the base or away from the battle. For one, once the Retreat button is pressed, the entire squad receives several bonuses:. A significant speed bonus. All squad-members are significantly harder to hit. A large damage reduction from all weapons.These bonuses persist while the unit is in retreat. As a result, the unit will reach your base much faster than it would just by running there, and is less likely to be destroyed by enemies during its escape - even those enemies who were firing on it when the Retreat order was given! In essence this further helps save the unit from destruction so that it can be reinforced back to full strength later on.On the other hand, while an Infantry unit is retreating it is completely impossible to give that unit any orders. The unit will run straight to your headquarters along the shortest path it can find, and can do nothing else until it reaches its destination. You may not select the unit at all during this time. Also, the squad-members will not fire at any enemy while they are retreating. Control of the unit will only be regained once it reaches home base, though it will also be returned if the unit becomes unable to find a straight path to the HQ (such as when a crucial bridge becomes blocked or destroyed during the retreat).One other important benefit to Retreating is its special effect of removing all from the unit and rendering it immune to further suppression effects for the duration of the retreat. Read more on Suppression below.GarrisoningInfantry Squads possess the ability to enter neutral or friendly structures, an action called 'Garrisoning'. This is done by selecting the unit and right-clicking on a valid target structure. The Infantry Squad will move to the nearest doorway or entry point to that structure, and then each Infantryman will find a position in that structure from which he can see and fire out at enemy units.Garrisoning a unit inside a structure gives it Structural Cover, an effect which significantly increases its survivability. The Infantrymen inside the structure become much harder to hit, receive significant damage reduction, and become completely immune to effects. Although some weapons (like flame-throwers) are specifically designed to kill Garrisoned Infantry, most weapons will have a much harder time killing the unit - or will at least take much longer to do so.' Valid' structures for garrisoning include mostly neutral ('ambient') structures which are found on almost any map. The location of the building is not important (i.e. It can be inside enemy territory, as long as it is still a neutral building). Some factions can create garrisonable structures to offer artificial Structural Cover for their troops. Sometimes a structure will have an additional purpose (especially as an ).Note that units from different factions cannot simultaneously garrison the same structure. As long as a unit is inside a building, units from other factions cannot enter it at all.Any garrisonable structure has a limit on the number of squads that can garrison it simultaneously, as well as a limit on the number of individual infantrymen it can contain. For example, a structure may allow up to 2 units to garrison it at the same time, and no more than 6 men in total. This means you can put a single 6-man squad in, two 3-man squads, or any other similar combination that obeys the above limit.While inside a structure, the garrisoned Infantrymen will automatically move between any available openings in order to fire at enemy units outside the building. For example, if a building has windows on all sides, the Infantrymen garrisoned inside may move between windows in order to fire at an enemy unit moving around the structure. The player cannot control this movement, it occurs naturally in order to provide as many squad-members a clear line of fire to any target that appears nearby.Infantry may exit the garrisoned structure at any time. The structure's own command menu offers the ability to immediately 'eject' all units garrisoned inside, and each individual unit's command menu offers you the option to exit the structure in a given direction (useful if the building has more than one door and you want to exit out a specific side, such as a back door, to avoid enemy fire).If a building is destroyed while containing any Infantrymen, all these Infantrymen will instantly be killed. This is a risk you take when putting soldiers in a structure, and one of the reasons why a nearly-destroyed building should be avoided if possible.Some Infantry units, especially and units, can convert a neutral structure into a command post by garrisoning it and activating a special ability. This will result in the building changing ownership to that faction. When that occurs, enemy Infantry can no longer garrison it - they would need to 'un-convert' the building first (a process which takes some time), returning the building to 'neutral' status.Garrisoning Vehicles In addition to structures, some can load one or more Infantry units in the same way. Garrisoning a vehicle may provide as much protection (or close to it) as a building. This also allows the vehicle to transport Infantry from one place to another.Depending on the type of vehicle used, the Infantry Squad loaded inside may or may not be able to keep firing at enemy units. Infantry firing from a vehicle is possible with all transports introduced in. In the however, Infantry inside a transport vehicle cannot fire at all, until they are unloaded.Like garrisonable structures, transport vehicles have a hard limit on both the number of squads and the number of individual soldiers they can contain at any given time. Most transports are smaller than garrisonable structures, allowing fewer units and/or individuals.If a transport vehicle is destroyed, each individual soldier inside it at the time has a certain chance of surviving - immediately exiting the vehicle and returning to fighting-on-foot. The odds depend entirely on the properties of the transport vehicle itself, and are not affected by the type of Infantry it is carrying.Special Combat RulesInfantry are further distinguished from by obeying two rules that apply only (or at least mostly) to them: and.Suppression. Main article:Infantrymen have little or no protection from enemy fire other than the clothes on their backs and their pitiful steel helmets. Each Infantryman is extremely aware that even a stray bullet could seriously injure, if not kill him outright.As a result, enemy fire can cause significant psychological stress on the Infantryman, who can practically feel the proximity of death during a firefight. The uncontrollable fear resulting from being exposed to enemy fire is called 'Suppression', as it can cause the soldier to lose his functionality and become a quivering mess.Suppression is caused whenever an Infantry Squad comes under fire from enemy weapons. Each bullet, shell or other munition fired at the squad causes a small amount of suppression to accumulate. When enough suppression has piled up, the unit will enter a state called 'Suppressed', in which it loses some of its mobility and effectiveness as a fighting force. This is indicated by the unit's badge flashing yellow. Company Of Heroes GameFurther fire at this unit can eventually lead to it becoming 'Pinned Down', almost entirely immobile and unable to fight at all. This is indicated by the unit's badge flashing red.Suppression applies only to Infantry and to some. Again, each individual bullet or ammo fired at the unit will cause some suppression. The amount is based mostly on the type of weapon firing at the unit. For example, rapid-firing automatic weapons (like machine-guns) tend to cause a lot of suppression, as do large explosions like artillery or mortar shells. Tank shells often cause little if any suppression. A bullet doesn't need to hit the unit in order to suppress it - it only has to pass close enough!When an Infantry squad becomes 'Suppressed', its soldiers will immediately dive to the ground and attempt to find the nearest (see below) if there is any (and if they aren't already behind cover, of course). Since they are now crawling, the Suppressed Infantrymen's speed is significantly reduced. Furthermore, since they are now primarily concerned with staying alive, these Infantrymen are much less effective at combating the enemy, suffering major penalties to accuracy when using their weapons.A 'Pinned-Down' unit is almost entirely useless: the soldiers may refuse to move altogether, and will probably not fire their weapons at all. This squad is effectively neutralized, and is not contributing to the battle at all. They are sitting ducks, and if they remain 'Pinned-Down' for too long the enemy will eventually begin receiving damage bonuses and will annihilate them!Fortunately, Suppression is not a permanent effect; it will dissipate over time if the enemy stops firing at this unit. Therefore, to return a unit from 'Pinned-Down' or 'Suppressed' state to normal combat effectiveness it is necessary to stop the enemy from firing at them. This is usually achieved by destroying the enemy unit, driving it off, or drawing its fire in another direction. After a few seconds of peace the 'Suppressed' unit will begin returning to normal combat readiness.Other methods of eliminating suppression include the use of Combat Abilities (like the 's 'Fire-Up' ability), or by simply retreating the unit to base using the 'Retreat' command (see above).More important is the effect of, as explained below: a unit behind cover suffers significantly less suppression than one in the open, and Infantry units garrisoning a structure or a vehicle are entirely immune to suppression!Cover. Main article:'Cover' is the use of natural or artificial obstacles to protect an Infantry unit from damage. Although some can benefit from cover in certain situations, it is Infantry who make the best use of it, and whom the game actively encourages you to put in cover whenever possible.Cover comes in many forms and shapes, and in many degrees and varieties. Bushes, fences, walls, trees, piles of crates, haystacks, shell craters, among others, provide 'naturally-occuring' cover. Are the most common 'artificial' cover, placed down by the player to provide his units with protection. As discussed above, buildings also provide some very good cover for troops garrisoned inside. Even the lack of cover (i.e. Completely exposed terrain) carries certain combat effects.Regardless of the physical object providing the cover, objects are separated into categories depending on how much cover they provide. From 'worst' to 'best', they are:. Negative Cover. No Cover. ![]() Light Cover. Heavy Cover. Structural CoverThe degree of cover a unit is in determines several factors:. How easy it is to hit the unit at all. How much damage this unit receives from enemy fire. How much is suffered due to enemy fire.The better the cover, the better the benefits.When walking around, Infantry units are usually in No Cover. This means that they are 'normally' easy to hit, receive 100% damage from any attack, and receive full suppression effects from enemy fire.Light Cover usually includes flimsy objects like wooden fences and such which partially conceal an Infantryman, making him slightly harder to hit. These objects may also block some of the damage, reducing it by a small amount. However, being flimsy, this cover does nothing to bolster the soldier's confidence regarding enemy fire, and thus has no real effect on received suppression. To receive the benefits of Light Cover, the soldier must stand right next to the concealing object.Heavy Cover is more significant, and often comes in the form of solid objects like large trees or man-made cover like. It makes a soldier harder to hit, reduces any damage he takes, and gives him confidence against Suppression. To receive the benefits of Heavy Cover, the soldier must stand right next to the blocking object.Structural Cover, being the best type of cover, is acquired only when the Infantry Squad garrisons a building or (see above). It provides the best bonuses to make the entire squad harder to hit and significantly reduces damage to it. It also makes the squad completely immune to suppression effects. The unit must be inside the structure or vehicle to receive Structural Cover - hiding behind it does not work.Finally, there's Negative Cover. This indicates that the unit is completely in the open, exposed to any enemy fire that may rain down upon it, with nowhere to hide at all. This essentially increases the enemy's chance of hitting the unit, increases damage to the unit, and also increases suppression since the soldiers rightly feel very exposed. Negative Cover almost always occurs on major roadways or other completely-flat or elevated terrain.The type of cover an Infantry unit is in is indicated on the unit's tag, using the icons above. Structural Cover is not indicated - but of course you know the unit is in such cover whenever it is garrisoned in a structure or vehicle. No Cover is also not indicated, so you can assume the unit is not in cover if it is outside and no other icon appears.Also, when issuing a movement order to a unit, colored circles will appear on the ground at the designated target to show the quality of cover each man will receive. Note that this belies an important factor: each Infantryman in a squad may receive a different amount of cover. The icon on the unit tag will only give a rough average of the amount of cover this unit is receiving - one or more men may actually be receiving more or less cover than this (or even none at all). Micro-management can ensure that all soldiers in a squad are equally benefiting from cover, but this may be too much to ask when a battle is raging.Note that Cover is never absolute - it can get destroyed during combat, turning into No Cover. For example, mortar fire will usually reduce or walls to rubble, turning Heavy Cover into No Cover. Destroying Structural Cover will usually kill some or even all of the units garrisoned inside.Infantry Weapons. Main article:As explained earlier in this article, one of the defining traits of the Infantry Squad is that each member of the squad carries his own personal weapon. These are often called 'Light Weapons' or 'Small-Arms', and come in many varieties, ranging from pistols to light-machine-guns to anti-tank launchers. They define the basic combat capabilities of the Infantryman, and by extension the capabilities of the squad he is a part of.Furthermore, many Infantry Squads can receive manually-purchased upgrades that will change the types of personal weapons they are carrying. For example, a unit carrying rifles might be upgraded with an SMG or rocket launcher package, outfitting some or all of the squad members with these new weapons. As a result, the entire squad's combat usefulness can change radically, making it better against some targets or in some situations, and worse in others. This versatility is part of what makes Infantry Squads so interesting and complex.Even more interesting is the ability of most Infantry Squads to pick up abandoned weapons from the battlefield. You will often run across Light Machine Guns, AT launchers, etc., left behind by dead enemy or friendly squads. Right-clicking on such a weapon while a (valid) Infantry Squad is selected will order the unit to pick up that weapon, which will then be automatically outfitted to one of the squad-members and used thereafter in battle.In the same manner, most Infantry Squads can also pick up abandoned team weapons (large weapons operated by more than one infantryman). When this occurs, the Infantry Squad will 'split up', with some of its members forming a new centered around this captured gun.Basic WeaponryEach Infantry Squad has a basic set of weapons it carries when initially recruited. For example, the is outfitted with 5x M1 Garand rifles and 1 M1 carbine by default, meaning that each man in the squad will carry one such rifle when the squad is first recruited.Different Infantry unit types may have very different default weapons. A good example of unique default weapons is the 's long-range scoped rifle, which is significantly superior to any other rifle in the game, or the which comes with two M9 Bazooka rocket-launchers and several regular rifles by default.Sometimes it's possible to recruit a unit with a specific default loadout. For example, the have their and, which are basically with a different default weapon loadout (MP44s for the Assault Grenadiers, Panzerschrecks for the Tank Busters).Note that each and every member of an Infantry unit is armed with his own weapon, and will use this weapon independently. It's quite possible for one member of the squad to be firing at some enemy within his sight-range, while the other team-members are slightly too far away to fire theirs (or simply have no line-of-sight to any target).Weapon Package UpgradesThe majority of Infantry Squads can receive upgrades, purchased manually by the player, which will change the unit's weapons by outfitting them with new weapons and/or combat gear.These are commonly called 'weapon upgrade packages'. They are often purchased for a specific Munitions Munitions cost by selecting them from a unit's own command menu, or purchased globally from a base structure for Manpower Manpower and/or Fuel Fuel. In either case, such upgrades will replace one or more of the team's basic weapons (see above) with the new equipment.' Individual' weapon upgrade packages, such as the 's MP44 upgrade, are purchased for individual units. In other words, if you wish two units to have this upgrade, you must purchase it for one unit and then for the other, separately, paying for each upgrade. If additional units are recruited, you'll need to purchase upgrades for them as well, paying each time.Units often have several options for individual weapon package upgrades, which are almost always mutually-exclusive. Each upgrade will outfit the unit with a different set of weapons, making it more suitable for a specific role on the battlefield. A good example is the, which can be outfitted with either a scoped Lee-Enfield rifle, a pair of Bren Light Machine Guns, or a pair of Rifle Grenade Launchers - each of these making the unit specialized in one form of combat thanks to the weapons it adds. Once a weapon upgrade package is purchased, it can not be removed or replaced.Multiple units can receive the same exact upgrade if you so wish, though in general it is a good idea to outfit several units with different gear, to maximize combat versatility. For example, create three and give each a different upgrade from the ones listed above, to make a group of three squads that can handle a wide variety of threats.' Global' weapon upgrade packages are much simpler, but less common among the different factions. These upgrades are bought by selecting the appropriate base-structure (usually the one that produces the unit that will end up receiving this upgrade) and pressing the upgrade's button. Once the upgrade is complete, all existing and future eligible units will receive the appropriate weapon package. A good example is the, which can receive the BAR upgrade from the - outfitting each existing and future with a pair of these assault rifles. No further purchases are necessary.Abandoning Infantry WeaponsWhether they receive them by default or through the purchase of weapon package upgrades, Infantry Squads can sometimes lose their weapons as the men die in combat. This is true only for specialty weapons, especially rocket-launchers and light machine guns, and even then not for all of them.When an Infantryman carrying a 'droppable' specialty weapon is killed, the game checks to see if there are any remaining squad members in his squad who are still carrying their 'basic' weapons (i.e. Basic rifles, basic SMGs, etc.). If there is at least one such squad member, that squad member will automatically pick up the fallen specialty weapon and equip it. Otherwise, the game runs a test of luck to see whether the specialty weapon is dropped to the ground.If a drop occurs, the weapon will appear on the ground surrounded by a white icon, indicating that it is 'abandoned'. The unit that lost this weapon has done so permanently - unless they manage to reinforce and pick the weapon back up.If the weapon was not dropped during the random luck test, the unit is said to have kept the weapon 'in principle'. In other words, the weapon will reappear once the unit is reinforced - the first reinforcement for this squad will yield a new man carrying this weapon. Again, if the team lost its specialty weapon(s), any new reinforcements will be carrying basic weapons instead.If a squad is entirely wiped out while still holding a specialty weapon (i.e. No drop occurred), the weapon is lost forever.Once again, note that most basic weapons (e.g. Rifles, pistols, and SMGs) can never be dropped in this manner, and that many specialty weapons or gear are also non-droppable. For example, an outfitted with a flamethrower weapon package will never lose its flamethrowers, no matter how many of its men are killed and reinforced.Finally, note that 'abandoned' weapons are physical objects, and as such can be destroyed. This often occurs when the area is shelled with artillery or otherwise comes un. Contents OverviewThe army joined while it was already well under-way. With their large naval forces concentrated in the Pacific, fighting the Japanese, a large number of able-bodied men were drafted to take the fight to the in occupied Europe. One of the largest participants in the war, the had the advantage of manpower over the war-wearing European combatants, and put it to good use by spending years to train its men for the coming invasion of Normandy.Even without the Infantry Company tree's assistance, squads form the basis upon which their army relies. Their primary advantage is their significantly low cost, with the Americans being able to replace fallen men without much financial difficulty. As a result, American Infantry just keeps coming back for more, putting constant pressure on their opponents and outnumbering them in almost any battle.The Infantry Company takes advantage of this by shifting the focus of the army's strategy towards the use of squads. By the mid-game, when other companies and factions are beginning to put more emphasis on vehicle production, the Infantry Company uses its existing and growing infantry force to deliver stronger and stronger attacks, pushing the enemy back and denying him any advance.For starters, it does this by augmenting and other and Heavy Weapon squads. It increases production speed of these units, and allows to construct a variety of defenses, shifting responsibilities from the weak and vulnerable to the battle-ready Riflemen.Next up the Infantry Company pulls out its primary weapon - the. These elite infantrymen are initially just good anti-tank units, capable of pushing back enemy vehicle assaults and later carrying the fight to the enemy. They can receive an upgrade that turns them into anti-infantry troops as well, in essence becoming all-powerful squads with the capabilities to engage and destroy any target - especially when traveling in large groups. They are amazingly difficult to stop. Later on, entire battlegroups are constructed to escort and support the.During the late stages, Infantry Company abilities open up two different sets of artillery. One is an off-map howitzer barrage, fairly standard, with a hefty Munitions Munitions-based activation cost. The other is an field artillery, constructed. With a very long attack range, it can put a powerful barrage almost anywhere on the map - for free. Together these artillery attacks provide support for infantry, demolish enemy structures, and protect assets from attack.Finally, the Infantry Company allows the to do something very interesting: they can call a group of units to the battlefield for the pre-agreed sum of 800 800. Up to 4 units can appear (depending on how much Population Cap Population Cap is available) selected randomly from a preset list of possibilities. In practice this can save a lot of resources, and provide a sudden increase in firepower, such as after a large loss of units. However, the inability to select the type of units that will show up poses a certain element of risk.Command Tree StructureInfantry CompanyReinforcementsDefensive11Rapid ResponseDefensive OperationsIncreases the speed of all production and upgrading at the and by 50%. Reduces the time required to convert an ambient building into a to 15 seconds, and the cost to only 195 195.Allows to construct,. Reduces the construction time for each of these, as well as the, by 50% (including when built by ).22RangersOff-Map Artillery SupportAllows calling in for 400 400, 6 6 each. These are tough and powerful anti-tank infantry units with potential for additional heavy anti-infantry firepower.Enables calling in a 6-shell off-map artillery salvo at any visible point on the battlefield, for the cost of 150 150.42Off-Map Combat Group105mm HowitzerAllows calling in a group of up to 4 random units for the cost of 800 800, consuming at least 12 12. Squads are randomly generated, and will not exceed the current Population Cap Population Cap limit.can construct the, a stationary artillery piece with a long attack range. This unit can fire 6-shell salvos (similar to the Off-Map Artillery Support) - for free.Command Upgrades. Company Of Heroes Infantry Only ModTotal price: 12 Command PointsThe Infantry Company Command Tree is split into two branches: Reinforcements and Defensive. Each branch has three Command Upgrades available for purchase, and they must be bought in a specific order.Reinforcements BranchThe Reinforcements Branch concentrates on improving the logistical lines to the battlefield, enabling a fast supply of fresh troops, as well as the ability to quickly call in troops you may not normally have access to.This starts with a tremendous increase in production times for the and, boosting unit creation speed in both structures. The conversion of new also becomes faster, and cheaper.Next, this branch allows calling in. These infantry are very tough, and potentially capable of tackling almost any enemy threat. They represent the epitome of power, and can easily become the primary assault unit for your army.Finally, the Reinforcements Branch enables a unique ability that allows calling in a group of up to 4 different, randomly selected units to the battlefield. This can provide an extra force in an emergency, and the units it creates are geared to serve the Infantry Company's strengths.Rapid Response. Costs 1 Command PointWhen the Rapid Response Command Upgrade is purchased, it will immediately apply a set of bonuses, all geared towards speeding up production of infantry and infantry-support assets. This ability will ensure a steady supply of troops to the battlefield, allowing the Infantry Company to keep a strong presence in the face of heavy losses - which are to be expected when are your core combat units.Firstly, this Command Upgrade cuts all production times at the and by one third. This means that the production of, and is now 33% faster than before. For example, a now takes 24 seconds to produce, instead of the normal 36 seconds.This allows replacing lost units in a quick and efficient manner, providing constant pressure on the enemy and quickly plugging gaps in your force. It makes and somewhat more expendable, as they take much less time to replace.As a bonus, Global Upgrades purchased at the also take 33% less time to install.Furthermore, the cost of creating new out of ambient buildings is now reduced from 260 260 to only 195 195. This encourages creating more to enable more reliable reinforcement of casualties without having to retreat to base. Again, this assists in putting constant pressure on the enemy, or at least maintaining a strong defense in the face of heavy losses. The time required to convert an ambient building into a is also significantly reduced, from 30 seconds to only 15!Note: Reinforcement of infantry units is not sped up. It will still take the same amount of time as before. Production of units at the is not sped up either, only production at the and is affected.Rangers Costs 2 Command Points. “Heavy Infantry support is now available.” With this Command Upgrade purchased, the new Command Ability ' Call in Rangers' is made available to you.Each use of this ability costs 400 400, 6 6, and will call in a single. You need to select a rally point for the, to which it will travel upon creation.are some of the most powerful infantry units in the game. They come already equipped with two M9 Bazooka Anti-Tank rocket launchers, which are very good for flanking attacks against enemy vehicles. The squad itself is quite tough too, and can survive heavy combat quite easily.In addition, this squad has useful combat abilities which can help it survive various situations. Company Of Heroes Tales Of Valor Infantry Only ModIt can Fire-Up to shrug off all effects for a period of 15 seconds, allowing it to run past enfilading fire and take out the source of the fire. With the Mk2 Grenades Global Upgrade purchased at the, this squad can also throw grenades at enemy infantry and, allowing them to tackle enemy and other threatening units in one blow.To reach its maximum combat potential, this squad can be fitted with the Thompson SMG upgrade, which will outfit four of the men with automatic close-range weapons. This adds a formidable anti-infantry capability to this unit, on top of its existing anti-tank capabilities - essentially allowing it to engage any target. With their Tommy Guns, the can charge into an enemy infantry unit and wipe it out entirely within seconds.With this Command Upgrade and the it produces, the Infantry Company has one of its most important assets. Will often lead the battle, or at least provide superior firepower in support of the large infantry groups often used by the Infantry Company to overwhelm the enemy.The ' Call in Rangers' ability takes 40 seconds to recharge after each use.Off-Map Combat Group Costs 4 Command Points. “Battalion reinforcements standing by.” This Command Upgrade unlocks a Command Ability called ' Off-Map Combat Group'. This ability is entirely unique to the Infantry Company, and provides one of the more interesting strategic options available to any faction.Each use of this ability costs 800 800, and requires at least 15 15 available. Upon activation, select a rally point anywhere on the map.When the ability is activated, the game begins randomizing a set of up to 4 units, from a pre-determined list as explained below. These units will enter the battlefield under your command immediately, and will automatically travel to the designated rally point. All units spawn with their respective upgrades.Unit selection works as follows:1. The game creates one of the following units, selected at random:. or.2. After a 1 second delay, the game creates one of the following units, selected at random:. or. or.3. After an additional 1 second delay, the game creates one of the following units, selected at random. It can only select a unit from this list if the player still has sufficient Population Cap Population Cap points to support it after step 2:. (requires at least 3 3 available). (requires at least 3 3 available). (requires at least 4 4 available). (requires at least 6 6 available)4. If the player still has 6 6 remaining after all the above steps, the game now creates an additional.Note: The game doesn't care whether you have the required base structures to produce these units, it only cares whether you have sufficient Population Cap Population Cap points to support them. This can result in up to 4 new units entering the battlefield, provided sufficient Population Cap Population Cap points are available. The game chooses at random from each group, so it is possible to get two, or two, etc., at random.Since the cost of the ability is fixed ( 800 800), it's quite possible to get a very good deal out of it - assuming you have enough Population Cap Population Cap to get all 4 units. For example, two plus an and a will normally cost 1150 1,150, 140 140 when constructed at the base - but you only pay 800 800 if you get these through the Off-Map Combat Group ability (assuming you are lucky enough to get these specific units, of course).This Command Ability can be used in an emergency to reinforce a dwindled army after a failed battle - since the units are created instantly. Your enemy will be very surprised, coming under a second attack wave (or defensive line) so soon after his victory - especially if he paid dearly for that victory.Alternatively, if you have the Population Cap Population Cap required to support 4 new units ( 24 24 or more), it may even be better to just use this ability instead of constructing new units at the base at all. That is, of course, if you're experienced enough to be able to use any new units the game selects for you regardless of what you get. Of course, given the Infantry Company's propensity for the use of infantry and infantry-support units, the selection is pretty much guaranteed to get you what you need at least most of the time.The Off-Map Combat Group Command Ability can be used once every 40 seconds. Company Of Heroes CampaignsThis is a surprisingly short cooldown time considering its potential.Defensive Branch.
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