Company Of Heroes
Company of Heroes is a 2006 real-time strategy video game developed by Relic Entertainment and published by THQ for the Microsoft Windows and OS X operating systems. It was the first title to make use of the Games for Windows label. Company of Heroes is set during the Second World War and contains two playable factions. Players aim to capture strategic resource sectors located around the map, which they use to build base structures, produce new units, and defeat their enemies. In the single-player campaign the player commands two U.S. military units during the Battle of Normandy and the Allied liberation of France. Depending on the mission, the player controls either Able Company of the 29th Infantry Division's 116th Infantry, or Fox Company of the 101st Airborne Division's 506th PIR. Players must take control of certain points on the map. The more of these points a player controls, the more resources they acquire. This concept demands constant expansion of a player's territory. These points are connected like supply lines, and so, during the course of a battle a player can capture one point in the supply line, isolating the rest which had been connected to the base through it, therefore reducing the enemy's resource intake. Players collect three resources: manpower, munitions, and fuel. Manpower is necessary to produce all units. Munitions allows players to upgrade individual squads or vehicles and use special abilities. Fuel allows players to purchase tanks and other vehicles, build base buildings and acquire global upgrades. The player can decide, at a manpower cost, to place observation posts on any captured resource points in order to increase the point's production by 40% and make them more durable against enemy takeovers; this means sacrificing resources in the short-term for a greater long-term intake. Resource points must also be connected as any unconnected captured points can not produce resources. Units can occupy a civilian building and convert it into a field barracks, allowing certain units or squads to be created by that building, thus allowing a forward unit production and reinforcement point. Medic stations can also be built on the field to house medics, who can recover fallen soldiers from the battlefield and return them to the medic station. When enough soldiers are recovered by medics (4 for Germans and 6 for American), they are formed into a combat ready squad by the medic station at no expense of manpower; however, the player must have room for the returned soldiers. Infantry units can also occupy buildings and use them as cover or a garrison to protect against attack, but this limits their firing range because the infantry are a stationary, immobile target, rendering them vulnerable to sniper fire, grenade/satchel charge attacks as well as being easy to surround. Also, while garrisoned, infantry units can only shoot out of windows or holes blown into a building. Certain weapons are immensely effective against units holed up in a building; satchel charges or infantry-carried rocket launchers can demolish a building, tank fire can blast the building, and infantry or tanks armed with flamethrowers can set the building on fire and burn out the occupants, and finally artillery. However, there are advantages; infantry are well protected from small arms and most buildings are sturdy enough to stand up to limited tank fire before collapsing. Company of Heroes was one of the first World War II strategy games which introduced dynamic building destruction which took advantage of the physics engine used to make the game. For example, if a tank was concentrating its fire on one position of a building near the bottom, then the whole building (once its "health" was completely depleted) would collapse in that specific area first and then the rest of the building would follow. Occupied buildings can be destroyed after taking fire from enemy units or any other attack, like artillery fire or demolition charges. Civilian buildings cannot be repaired or rebuilt. However, both the Allied and German forces can construct garrisonable buildings (the Allies can build a .30 caliber machine gun nest, while the Germans can construct bunkers). The Americans can build a barracks and weapons support center to deploy infantry (foot soldiers), a motor pool and tank depot for tanks, vehicles and anti-tank guns. The triage center can heal nearby units that have been wounded from enemy fire. A supply yard is also required to be built before building a motor pool or tank depot which enables upgrades to reduce costs of infantry and tanks. The Germans can build a variety of structures. The Wehrmacht quarters, Krieg barracks and Sturm armory lets players create infantry. The Wehrmacht Quarters and Krieg Barracks can build light vehicles and other infantry, while the Sturm Armory and the Panzer Command deploys German tanks at the player's disposal. The Germans can also build Kampfkraft Centre(s) in order to increase veterancy levels. Combat includes controllable units that are recruited and ordered directly by the player (through the user interface at player-controlled buildings, or through a doctrine ability), as well as activated support actions, such as artillery bombardment or aircover suppression. Every controllable unit type, whether infantry or vehicle, has an associated construction cost and recruitment time, as well as a range of fighting abilities. Vehicles and infantry can eventually be upgraded by researching specific capabilities. Upgrades generally improve the unit's effectiveness. Some upgrades are global, granting immediate benefits to all deployed units, while others must be purchased on a unit by unit basis. In addition to units which engage in direct (line-of-sight) combat, both powers can build mortar and artillery units, which engage enemies at standoff distance through indirect fire. Indirect fire is characterized by a long time of flight to target, and low accuracy, but possesses a wide area of effect. It is particularly effective against massed infantry and light vehicles, but less hazardous to armored vehicles. A perfectly coordinated artillery strike can turn the tide of a battle, while a poor one can inflict significant friendly-fire casualties. Most combat takes place through direct, line-of-sight engagements. For small arms fire from infantry units, weapon accuracy and range are factored into the damage calculation. Cover, which can be gained from map terrain, occupying a building, or an adjacent armored unit (such as an anti-tank gun), factors heavily into the calculation. Cover does not provide any protection against most types of indirect attacks (grenade, mortar, artillery), or specialized anti-personnel weapons (accurate sniper fire, flames.) Vehicles also receive cover, though through much more complicated mechanics, usually resulting in survivability bonuses - not unlike their infantry counterparts. In addition to range and accuracy, the direction of fire also has a major impact on the damage a vehicle takes, especially if weak spots are targeted, such as the rear armour of a tank. A head-on shot into the glacis of the tank will do much less damage than a shot to the side, or a direct shot into the rear of the hull. Although terrain cover does not offer the same protection for vehicles as it does for infantry, obscuring terrain increases the difficulty of scoring a target hit by reducing the target's exposed profile. Thus, combat outcome is as much a function of tactical deployment and battlefield terrain as it is of unit composition. Crew-served weapons can also be manned by friendly troops or captured by enemy troops once the weapon's crew is killed; this includes machine guns, mortars and anti-tank guns from both sides. It also applies to handheld weapons. Allies Represented by the United States Army, this faction boasts cheap, versatile units. Veterancy is earned through the act of combat; units gain veterancy as they kill more enemy units and buildings. American infantry units are slightly more numerous than their Wehrmacht counterparts, but are generally less effective in a straight fight, and rely on upgrades and abilities to gain the edge in a fight. American vehicles and tanks, while lacking in raw power, are generally faster and capable of various support tasks. The Sherman tank, for example, can clear mines using an obtainable mine flail. Company types: Infantry Company: Centered around defense and infantry support, this type of company allows players to train infantry and build defenses faster, employ heavy artillery, and call in reinforcements such as the elite US Army Rangers, or a randomized group of units with the "Battalion Reinforcement". It is best for defensive players. Airborne Company: Centered on air support, this company type allows players to deploy paratroopers, call in recon planes, and enjoy the destructive capabilities of the P-47 Thunderbolt fighter-bomber. It also allows for hit and run tactics and is generally recommended for players on the offensive. Armor Company: Centered on vehicles and armor support, this type of company is slow to gain strength, but boasts powerful abilities, such as improved vehicle production, vehicle field repairs, the Sherman Calliopes and the powerful M26 Pershing heavy tank. Axis Represented by the German Wehrmacht (Heer), this faction employs a wider range of units than the Americans. Wehrmacht units are generally more expensive and powerful, but also more rigid and ill-equipped beyond their intended roles. For the Wehrmacht, veterancy is not earned, but "bought" at their Kampfkraft Centre. Wehrmacht infantry range from simple Volksgrenadier squads to elite Knight's Cross Holders. Their armor, likewise, also gives players the choice between Flak Panzers, the Panzer IV or the powerful Panther Tank. Their force is rounded out by a few more specialized tanks and powerful support units such as officers and Nebelwerfer rocket batteries. Doctrines: Defensive Doctrine: Centered on artillery and defense, this doctrine allows base structures to defend themselves against Infantry, offers bonuses for defending infantry, and allows players to call in rocket barrages and deploy the powerful Flak 88 cannons. Blitzkrieg Doctrine: Centered on speed and offensive operations, this doctrine allows players to speed up their military and economy, and allows players to deploy powerful assault units such as Stormtroopers and the Tiger I. Terror Doctrine: Centered on psychological warfare and destructive power, this unusual doctrine provides players with die-hard infantry and the ability to rout the enemy, be it with propaganda, devastating V1 rockets, or a single, powerful Tiger Ace (which has since been replaced in patches by the King Tiger tank). Multiplayer For Company of Heroes, Relic began using a new online matchmaking system called Relic Online. Previous Relic games had used GameSpy Arcade or World Opponent Networkservices. This new system includes many features that the previous systems did not have, including a built in automatch and ranking system. Relic Online matchmaking has been recently shutdown. In order to play multiplayer users must transfer the game to Steam. This game allows multiplayer matches of 1-8 players via LAN or the Internet. The new steam version does not allow for LAN matches. Company of Heroes allows players to fight as both the Allied and Axis forces in multiplayer matches. Game modes Victory Point Control These games focus on controlling several victory points around the middle of the map. These victory points can be captured similarly to strategic points. When one side has more victory points under their control than another, the other side's "points" start to decrease. When one side's counter runs out of points, they lose. Alternatively, the player can simply destroy all enemy structures to win the game. Before the start of the game, the host can choose between 250, 500, or 1000 points. The point function in Company of Heroes works much like the ticket feature in the Battlefield series. Annihilation Annihilation games lack the victory points of the VPC game mode. To win, the player needs to destroy all enemy buildings excluding observation posts on points.
Company Of Heroes
steam
Worldwide
5.99€
19.99€ 70% OFF
You may also like these games
Game description
Company of Heroes is a 2006 real-time strategy video game developed by Relic Entertainment and published by THQ for the Microsoft Windows and OS X operating systems. It was the first title to make use of the Games for Windows label. Company of Heroes is set during the Second World War and contains two playable factions. Players aim to capture strategic resource sectors located around the map, which they use to build base structures, produce new units, and defeat their enemies. In the single-player campaign the player commands two U.S. military units during the Battle of Normandy and the Allied liberation of France. Depending on the mission, the player controls either Able Company of the 29th Infantry Division's 116th Infantry, or Fox Company of the 101st Airborne Division's 506th PIR. Players must take control of certain points on the map. The more of these points a player controls, the more resources they acquire. This concept demands constant expansion of a player's territory. These points are connected like supply lines, and so, during the course of a battle a player can capture one point in the supply line, isolating the rest which had been connected to the base through it, therefore reducing the enemy's resource intake. Players collect three resources: manpower, munitions, and fuel. Manpower is necessary to produce all units. Munitions allows players to upgrade individual squads or vehicles and use special abilities. Fuel allows players to purchase tanks and other vehicles, build base buildings and acquire global upgrades. The player can decide, at a manpower cost, to place observation posts on any captured resource points in order to increase the point's production by 40% and make them more durable against enemy takeovers; this means sacrificing resources in the short-term for a greater long-term intake. Resource points must also be connected as any unconnected captured points can not produce resources. Units can occupy a civilian building and convert it into a field barracks, allowing certain units or squads to be created by that building, thus allowing a forward unit production and reinforcement point. Medic stations can also be built on the field to house medics, who can recover fallen soldiers from the battlefield and return them to the medic station. When enough soldiers are recovered by medics (4 for Germans and 6 for American), they are formed into a combat ready squad by the medic station at no expense of manpower; however, the player must have room for the returned soldiers. Infantry units can also occupy buildings and use them as cover or a garrison to protect against attack, but this limits their firing range because the infantry are a stationary, immobile target, rendering them vulnerable to sniper fire, grenade/satchel charge attacks as well as being easy to surround. Also, while garrisoned, infantry units can only shoot out of windows or holes blown into a building. Certain weapons are immensely effective against units holed up in a building; satchel charges or infantry-carried rocket launchers can demolish a building, tank fire can blast the building, and infantry or tanks armed with flamethrowers can set the building on fire and burn out the occupants, and finally artillery. However, there are advantages; infantry are well protected from small arms and most buildings are sturdy enough to stand up to limited tank fire before collapsing. Company of Heroes was one of the first World War II strategy games which introduced dynamic building destruction which took advantage of the physics engine used to make the game. For example, if a tank was concentrating its fire on one position of a building near the bottom, then the whole building (once its "health" was completely depleted) would collapse in that specific area first and then the rest of the building would follow. Occupied buildings can be destroyed after taking fire from enemy units or any other attack, like artillery fire or demolition charges. Civilian buildings cannot be repaired or rebuilt. However, both the Allied and German forces can construct garrisonable buildings (the Allies can build a .30 caliber machine gun nest, while the Germans can construct bunkers). The Americans can build a barracks and weapons support center to deploy infantry (foot soldiers), a motor pool and tank depot for tanks, vehicles and anti-tank guns. The triage center can heal nearby units that have been wounded from enemy fire. A supply yard is also required to be built before building a motor pool or tank depot which enables upgrades to reduce costs of infantry and tanks. The Germans can build a variety of structures. The Wehrmacht quarters, Krieg barracks and Sturm armory lets players create infantry. The Wehrmacht Quarters and Krieg Barracks can build light vehicles and other infantry, while the Sturm Armory and the Panzer Command deploys German tanks at the player's disposal. The Germans can also build Kampfkraft Centre(s) in order to increase veterancy levels. Combat includes controllable units that are recruited and ordered directly by the player (through the user interface at player-controlled buildings, or through a doctrine ability), as well as activated support actions, such as artillery bombardment or aircover suppression. Every controllable unit type, whether infantry or vehicle, has an associated construction cost and recruitment time, as well as a range of fighting abilities. Vehicles and infantry can eventually be upgraded by researching specific capabilities. Upgrades generally improve the unit's effectiveness. Some upgrades are global, granting immediate benefits to all deployed units, while others must be purchased on a unit by unit basis. In addition to units which engage in direct (line-of-sight) combat, both powers can build mortar and artillery units, which engage enemies at standoff distance through indirect fire. Indirect fire is characterized by a long time of flight to target, and low accuracy, but possesses a wide area of effect. It is particularly effective against massed infantry and light vehicles, but less hazardous to armored vehicles. A perfectly coordinated artillery strike can turn the tide of a battle, while a poor one can inflict significant friendly-fire casualties. Most combat takes place through direct, line-of-sight engagements. For small arms fire from infantry units, weapon accuracy and range are factored into the damage calculation. Cover, which can be gained from map terrain, occupying a building, or an adjacent armored unit (such as an anti-tank gun), factors heavily into the calculation. Cover does not provide any protection against most types of indirect attacks (grenade, mortar, artillery), or specialized anti-personnel weapons (accurate sniper fire, flames.) Vehicles also receive cover, though through much more complicated mechanics, usually resulting in survivability bonuses - not unlike their infantry counterparts. In addition to range and accuracy, the direction of fire also has a major impact on the damage a vehicle takes, especially if weak spots are targeted, such as the rear armour of a tank. A head-on shot into the glacis of the tank will do much less damage than a shot to the side, or a direct shot into the rear of the hull. Although terrain cover does not offer the same protection for vehicles as it does for infantry, obscuring terrain increases the difficulty of scoring a target hit by reducing the target's exposed profile. Thus, combat outcome is as much a function of tactical deployment and battlefield terrain as it is of unit composition. Crew-served weapons can also be manned by friendly troops or captured by enemy troops once the weapon's crew is killed; this includes machine guns, mortars and anti-tank guns from both sides. It also applies to handheld weapons.
Allies
Represented by the United States Army, this faction boasts cheap, versatile units. Veterancy is earned through the act of combat; units gain veterancy as they kill more enemy units and buildings. American infantry units are slightly more numerous than their Wehrmacht counterparts, but are generally less effective in a straight fight, and rely on upgrades and abilities to gain the edge in a fight. American vehicles and tanks, while lacking in raw power, are generally faster and capable of various support tasks. The Sherman tank, for example, can clear mines using an obtainable mine flail. Company types:- Infantry Company: Centered around defense and infantry support, this type of company allows players to train infantry and build defenses faster, employ heavy artillery, and call in reinforcements such as the elite US Army Rangers, or a randomized group of units with the "Battalion Reinforcement". It is best for defensive players.
- Airborne Company: Centered on air support, this company type allows players to deploy paratroopers, call in recon planes, and enjoy the destructive capabilities of the P-47 Thunderbolt fighter-bomber. It also allows for hit and run tactics and is generally recommended for players on the offensive.
- Armor Company: Centered on vehicles and armor support, this type of company is slow to gain strength, but boasts powerful abilities, such as improved vehicle production, vehicle field repairs, the Sherman Calliopes and the powerful M26 Pershing heavy tank.
Axis
Represented by the German Wehrmacht (Heer), this faction employs a wider range of units than the Americans. Wehrmacht units are generally more expensive and powerful, but also more rigid and ill-equipped beyond their intended roles. For the Wehrmacht, veterancy is not earned, but "bought" at their Kampfkraft Centre. Wehrmacht infantry range from simple Volksgrenadier squads to elite Knight's Cross Holders. Their armor, likewise, also gives players the choice between Flak Panzers, the Panzer IV or the powerful Panther Tank. Their force is rounded out by a few more specialized tanks and powerful support units such as officers and Nebelwerfer rocket batteries. Doctrines:- Defensive Doctrine: Centered on artillery and defense, this doctrine allows base structures to defend themselves against Infantry, offers bonuses for defending infantry, and allows players to call in rocket barrages and deploy the powerful Flak 88 cannons.
- Blitzkrieg Doctrine: Centered on speed and offensive operations, this doctrine allows players to speed up their military and economy, and allows players to deploy powerful assault units such as Stormtroopers and the Tiger I.
- Terror Doctrine: Centered on psychological warfare and destructive power, this unusual doctrine provides players with die-hard infantry and the ability to rout the enemy, be it with propaganda, devastating V1 rockets, or a single, powerful Tiger Ace (which has since been replaced in patches by the King Tiger tank).