Company of Heroes 3

Company of Heroes 3

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Melfina's All Unit Mod
由 tricon 制作
A comprehensive guide detailing the tech tree progression, unit unlocks, and strategic choices available in Melfina's All Unit Mod. Unit descriptions are available to help players understand when and how to deploy the right units.
   
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Melfina's All Unit Mod
Setup
Please note that this guide (like the mod!) is still a work in progress.

The mod is intended for custom Player vs Player games.

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3295908933
Once you have subscribed to the mod from the Workshop it should be available as an option when you setup a custom multiplayer game.


All of the Deutsches Afrikakorps (and other Axis units) are merged into the Wehrmacht, and all of the Commonwealth units are merged into the US Forces. Unfortunately the ability to disable races is not available to modders which means that each player must choose either Wehrmacht or USF before starting the game.

Once the game starts you will notice a few key differences from the vanilla game. Notably, the Command Point system is disabled. The Command Point button still exists is the user interface, but it can safely be ignored. Battlegroups are disabled as all the special abilities, call-ins, etc. are included within each faction's expansive tech tree. You can still choose a Battlegroup, but it will not have any effect on the game. Finally, because there are so many additional buildings the selection tabs will stack for similar structures. For instance, the Allied Infantry, Mechanized, and Air Support Centers will all use the same tab. Clicking on the tab multiple times will cycle the active building.


╬ Axis
╠ Headquarters
Central command hub for coordinating military operations and unlocking advanced strategic options.



Upgrades
  • Battle Phase 1

  • Battle Phase 2

  • Battle Phase 3

  • Field Medics
    Enables bunkers to convert to field medical facilities. Also expands the Headquarters' medical capabilities by enabling trained medics to provide on-site treatment for wounded infantry.

The Axis Headquarters now comes with the Armory attached. The Armory upgrades, as well as many structures and units, are unlocked based on the current Battle Phase. Infantry units may be withdrawn from the battlefield via an ability added to the HQ.

Pioneer
Basic combat engineers specializing in fortifications, repairs, and demolitions.



They have a few more construction options than vanilla CoH3, but otherwise perform the same.

Sd.Kfz. 2 Kettenkrad
Unarmed vehicle that excels at capturing territory.

Light Support Kompanie
Basic training facility for deploying frontline infantry units and essential support troops.

Infanterie Kompanie
Advanced barracks for producing specialized infantry and elite combat units.

Luftwaffe Operations
Air operations center for deploying Luftwaffe units and calling in air support abilities.

Artillerie Operations
Artillery command for producing long-range fire support units and enhancing bombardment capabilities.

Support Korps
Factory for constructing support vehicles.

Light Mechanized Kompanie
Light tank workshop for producing agile fast-response armored vehicles.

Panzerarmee Kommand
Medium tank factory for building versatile and well-armed armored units for frontline engagements.

Heavy Panzer Korps
Heavy tank production facility for deploying powerful breakthrough tanks and heavily armed assault vehicles.
╠ Armory
Armory for upgrading equipment, unlocking advanced weapons, and enhancing battlefield capabilities.



Upgrades
  • Advanced Field Repairs
  • Combat Half-tracks
  • Veteran Squad Leaders
  • Vehicle Survival
  • Tungsten Cores
  • Rapid Advance
  • Emergency Repair Kits
  • Advanced Optics

The armory is probably the buggiest building in the game. Granted, it doesn't normally exist for the Wehrmacht, but for some reason none of the upgrades, text descriptions, or really anything can be changed about the building!
╠ Light Support Kompanie
Basic training facility for deploying frontline infantry units and essential support troops.



Volksgrenadier
Basic infantry equipped for versatility. Effective against infantry at long-range.



Volksgrenadier in MAUM are most similar to the Volks from the original Company of Heroes, but have the flame grenade from CoH2. Volks have five random infantry models in the squad and can be upgraded with MP 40s. They have a panzerfaust available and can optionally be upgraded with a Panzerbüchse 39 to improve their anti-vehicle effectiveness.

Sniper
Stealthy marksman capable of eliminating high-value targets at long range. Kills infantry with one shot.

Maschinengewehr 34
Versatile machine gun for suppressing enemy infantry. Very effective against massed infantry. Can suppress within its arc of fire.

PaK 38 Anti-tank Gun
Anti-tank gun capable of penetrating light to medium armor. Effective against all vehicles.

Bersaglieri
Italian light infantry known for their speed and marksmanship effective in mobile operations and skirmishes.

Assault Grenadier
Aggressive infantry equipped with close-range weapons for urban combat. Standard infantry very effective against infantry at short-range.

Panzerfüsilier
Versatile light infantry trained specializing in mobility and reconnaissance.



Modeled after the Panzerfüsilier of Company of Heroes 2. Light infantry that do best at range. Can be upgraded with G 43 or Panzerschreck.

Jäger
Light infantry specializing in ambushes, reconnaissance, and skirmishes.Infantry specializing in ambushes, reconnaissance, and long-range skirmishes.

Excellent at long-range and squad can further be upgraded with scoped G 43 rifles.

Grenadier
Versatile infantry effective against infantry at medium to long-range.



Modeled after the Grenadier of the original Company of Heroes. Versatile upgrades lets them face a variety of challenges and scale reasonably well throughout games. They can upgrade to Panzerschreck or LMG 42.
╠ Infanterie Kompanie
Advanced barracks for producing specialized infantry and elite combat units.



Panzergrenadier
Effective against infantry at short-range.

Guastatori
Combat engineers specializing in close-range assaults and demolitions. Very effective against infantry at short-range.

Maschinengewehr 42
High rate-of-fire machine gun very effective against massed infantry. Can suppress within its arc of fire.

The rate of suppression is increased over the vanilla MG 42 to compensate for its additional tech requirements and later appearance on the battlefield.

PaK 40 Anti-tank Gun
Effective against vehicles and tanks.

Accuracy, penetration, and damage is slightly increased over the vanilla PaK 40 to compensate for its additional tech requirements and later appearance on the battlefield.

Panzerjäger
Dedicated tank hunters equipped with powerful anti-tank weaponry. Effective against light vehicles and tanks.

Unit is able to camouflage in cover to setup anti-vehicle ambushes. Like the other vehicle support infantry, Panzerjäger fight better when near vehicles.

Stoßtruppen Squad
Extremely effective all infantry. Most effective at long range.





Stoßtruppen are now much more similar to the Stormtroopers from the original Company of Heroes. They are able to camouflage anywhere at a reduced movement speed. They can also be upgraded to StG 44 or Panzerschreck.

Knights Cross Holder Squad
Highly decorated and battle-hardened veterans known for their exceptional combat skills, leadership, and unwavering determination.



More or less the same Knights Cross from the original Company of Heroes. Very small squad size but they take reduced damage from all sources. They can have access to a panzerfaust and can also upgrade to an LMG 42.

PaK 43 Anti-tank Gun
Powerful anti-tank gun capable of destroying armor at long-range.



Somehow infantry are able to push this cannon around. We ate the horse remember?
╠ Support Korps
Factory for constructing support vehicles, including reconnaissance and logistics units.



Sd.Kfz 250 Light Carrier
A light half-track used for reconnaissance and troop transport in forward areas.



This unit is very buggy when modding! When edited, units either ride in weird locations or the model fails to load. It should work correctly now, but when things break in the mod, this is usually the culprit.

Kradschützen Motorcycle
Motorcycle unit used for scouting, quick attacks, and rapid capturing.

This unit used to be able to throw grenades in Company of Heroes Online. I haven't figured out how to do it in CoH3 yet, but once I do, the motorcycle is getting grenades!

Sd.Kfz 250/3 Funkpanzerwagen
A specialized version of the Sd.Kfz. 250 equipped with infrared night-fighting equipment for stealth operations.

Opel Blitz Utility Truck
A versatile logistics truck used by the Axis for transporting troops, supplies, and equipment to the battlefield.



The truck can now only lock down on Munitions sectors.

Opel Blitz Tankwagen
A specialized variant of the Opel Blitz designed to carry fuel on the frontlines.





The Tankwagen can only lock down on fuel points. If you see one, don't attack it from too close!

Sd.Kfz. 251 Medium Carrier
A versatile medium half-track used for troop transport and support roles.

The 251 can now upgrade into the Flammpanzerwagen from the original Company of Heroes.

Sd.Kfz. 221 Light Scout Car
A small and quick armored car used for reconnaissance and light combat.



Sd.Kfz. 222 Armored Car
Equipped with an autocannon for anti-infantry and light vehicle roles.



Sd.Kfz. 251/16 Flammpanzerwagen
Lightly armored, but equipped with dual flamethrowers.



Based off of the Flammpanzerwagen from the original Company of Heroes.

Sd.Kfz. 9 Famo Recovery Half-Track
Heavy recovery half-track designed to tow and repair disabled tanks and vehicles from the battlefield.

╠ Artillerie Operations
Artillery command for producing long-range fire support units and enhancing bombardment capabilities.



Granatwerfer 34 Mortar
Standard Axis mortar for indirect fire support.

Coastal Reserves
Lightly armed infantry units drawn from coastal defense units and used for defensive and low-priority operations. Effective against infantry at long-range when in cover or fighting near bunkers.

Sd.Kfz. 254 Reconnaissance Traktor
A wheeled and tracked reconnaissance vehicle combining good mobility with light armor.

Nebelwerfer 42
Rocket artillery system providing devastating area suppression.

leIG 18 Support Gun
Light infantry support gun for indirect fire against infantry and light vehicles.

Sd.Kfz. 251 Mortar Half-track
Half-track equipped with a mortar for mobile indirect fire support.

Sd.Kfz. 251/1 Stuka zu Fuß
Artillery half-track armed with long range rockets for devastating area bombardments.

Sd.Kfz. 124 Wespe
Self-propelled artillery designed for long range mobile fire support.

sIG 33 Bison
Self-propelled gun mounted on a Panzer I chassis designed for medium range heavy bombardments.



The 150mm cannon on the Bison deals more damage and in a larger area, but the range of the cannon is less than that of the Wespe.
╠ Luftwaffe Operations
Air operations center for deploying Luftwaffe units and calling in air support abilities.



Fallschirmjäger
Luftwaffe paratroopers very effective against infantry at all ranges. Most effective when attacking from camouflage.

Fallschirmpioneer
Airborne engineers capable of demolitions and constructing basic fortifications. Effective against infantry at long-range.

Luftwaffe Ground Forces
Luftwaffe infantry trained for defensive operations and support roles. Effective when deployed to reinforce key positions and when providing anti-aircraft support.



Similar to the Luftwaffe Ground Forces from Company of Heroes: Opposing Fronts. They aren't great at fighting but are available early and can build anti-air emplacements.

LG 40 Anti-tank Gun
Heavy weapon team effective against vehicles.







The LG 40 squad can now garrison inside of buildings. This breaks the animation but the weapon fires like normal from roofs, out of windows, etc.

FlaK 38 Anti-aircraft Gun
Dual-purpose autocannon for anti-air and anti-infantry roles. Very effective against infantry and light vehicles. Can shootdown aircraft.

Sd.Kfz. 251/17 Flakpanzerwagen
Half-track armed with a 20mm FlaK gun for mobile air and ground defense.

Flakpanzer IV Wirbelwind
Anti-aircraft vehicle with quadruple 20mm cannons for suppressing infantry and aircraft.

FlaK 36 Anti-aircraft Gun
Mounted on a wheeled carriage for rapid redeployment. Can engage both enemy aircraft and heavy armored vehicles with exceptional range and devastating firepower.

Autocannoni da 90/53
Italian self-propelled gun armed with a 90mm anti-aircraft gun repurposed for anti-tank roles.



This was a fun unit to create! Expensive tech requirements yet very fragile. The 90mm cannon mounted on the back of the half-track has high penetration, range, and damage. It is much more mobile than other comparable anti-tank guns but it cannot fire on the move.
╠ Light Mechanized Kompanie
Light tank workshop for producing agile fast-response armored vehicles.



Panzerjäger I
Self-propelled tank destroyer armed with a light anti-tank gun on a Panzer I chassis.



Mobile anti-vehicle/tank unit. It has only minimal armor.

Carro Armato L6/40
Light Italian tank used for reconnaissance and infantry support.

Sd.Kfz. 231 8-Rad
Eight-wheeled armored car used for long-range reconnaissance and light combat.

Sd.Kfz. 233 8-Rad Stummel
Eight-wheeled armored car armed with a short-barreled gun for infantry support.



Same chassis as the 8-Rad but with a short 75mm assault cannon.

Panzerkampfwagen 38(t)
A light tank with a 37mm cannon. Reasonably quick and has access to the Blitzkrieg vehicle ability.

This one was built by kitbashing a few other similar tanks which resulted in a few odd qualities but is otherwise fairly close to a later model 38(t). The turret animation is shared with the Panzer II so it is out of sync with the actual shell that is fired which is comparable to other 37mm cannons in the game.

Panzerkampfwagen II Ausf. B
Light tank used for reconnaissance and early-war combat roles.



I don't remember if this one was in the CoH3 campaign, but it was definitely in CoH2 as part of the Oberkommando West. It has light armor and a 20mm cannon effective against infantry and light vehicles.

Carro Armato M13/40
Italian medium tank designed for both anti-infantry and anti-tank roles.

Semovente da 75/18
Italian self-propelled gun based on the M13/40 chassis. Armed with a howitzer for infantry support and light anti-tank duties.

Sd.Kfz. 234/2 Puma
A fast and well-armed eight-wheeled reconnaissance vehicle equipped with a gun capable of taking on light and medium armor.



Based off of the Puma from the original Company of Heroes. It is a highly mobile anti-vehicle support unit. The turret is unfortunately scaled incorrectly (not fixable with the existing mod tools), so it looks perhaps more menacing than it is.

Sd.Kfz. 138 Marder III Ausf. H
Self-propelled tank destroyer built on the Panzer 38(t) chassis. Features an open-top fighting compartment providing only limited crew protection.



Sd.Kfz. 138 Marder III Ausf. M
An improved version of the Marder III. Features a redesigned chassis offering better crew protection and a more compact design while maintaining high mobility and effective anti-tank capabilities.



The Ausf. M has the same gun as the H, but the chassis is much improved and has better abilities.
╠ Panzerarmee Kommand
Medium tank factory for building versatile and well-armed armored units for frontline engagements.



Panzerkampfwagen III Ausf. E
Early version of the Panzer III designed for anti-infantry and light anti-tank roles.



Panzerkampfwagen III Ausf. J1
Upgraded Panzer III with a long-barreled gun capable of engaging light and medium armor.

Panzerkampfwagen III Ausf. G
Intermediate Panzer III armed with a short-barreled gun offering moderate firepower and armor.

Panzerkampfwagen III Ausf. N
Infantry support Panzer III variant armed with high-explosive rounds for soft targets and fortifications.

Panzerkampfwagen III Ausf. M Flammpanzer
Flamethrower-equipped variant of the Panzer III, designed for clearing fortifications and infantry positions.

Sturmgeschütz III Ausf. D
Early version of the StuG III equipped with a short-barreled gun designed for infantry support and light fortification destruction.

Sturmgeschütz III Ausf. G
Advanced StuG III with heavy frontal armor and armed with a long-barreled gun making it a highly effective tank destroyer.

Sturmhaubitze 42
Self-propelled howitzer variant of the StuG III.





Same chassis as the StuG III but with a 105mm howitzer! Based off the StuH IV from the original Company of Heroes.

Jadpanzer IV
A Panzer IV chassis modified for exclusive anti-tank roles.

Panzerkampfwagen IV Ausf. F1
Infantry support Panzer IV equipped with a short-barreled gun designed for high-explosive firepower against soft targets.



Panzerkampfwagen IV Ausf. G
Panzer IV featuring a long-barreled gun making it a versatile medium tank capable of engaging heavier armor.

Panzerkampfwagen IV Ausf. H
Upgraded Panzer IV with improved frontal armor and a long-barreled gun making it effective against most Allied tanks.



Much improved armor and weapon, but the turret is manually operated so it rotates slightly slower than the other models.

Panzerkampfwagen IV Ausf. F1 Kommander
A command variant Panzer IV Ausf. F1 equipped with additional radio equipment for improved battlefield coordination.
╠ Heavy Panzer Korps
Heavy tank production facility for deploying powerful breakthrough tanks and heavily armed assault vehicles.



Sturmpanzer IV Brummbär
Heavy assault gun equipped with a howitzer designed for urban combat and destroying fortified positions.

Panzerkampfwagen V Panther
Highly effective Axis medium tank armed with a long-barreled gun known for its excellent balance of firepower, armor, and mobility.



The Panther should have an MG upgrade but unfortunately the model does not have an attachment point in a suitable location. When enabled, the MG works but it looks and fires in the wrong direction. The gunner also has no idea what is happening.

Sd.Kfz. 164 Panzerjäger Nashorn
Open-topped tank destroyer designed to engage heavy armor from long range.



Huge and accurate cannon but the unit has limited mobility and weak armor.

Elefant
Heavily armored dedicated tank destroyer. Very slow but features a long range and accurate cannon.

Panzerkampfwagen VI Tiger Ausf. E
Heavily armored heavy tank that provides excellent firepower and battlefield dominance.

Panzerkampfwagen VI Tiger Ausf. E (Ace)
An elite Tiger I heavy tank crewed by veteran operators boasting increased effectiveness and survivability.



The Tiger Ace comes with full vet and much improved stats over the standard Tiger tank. It is based off of the Tiger Ace call-in ability from the original Company of Heroes (which was later replaced by the Königstiger). The Tiger Ace substantially reduces fuel income while it is on the field.

Panzerkampfwagen VII Königstiger Ausf. B
Features sloped frontal armor and a powerful gun. Nearly impervious to most Allied firepower. The Königstiger substantially reduces fuel income while it is on the field.
╠ Emplacements
Most emplacements now have a self-destruct ability. The game's UI doesn't make it immediately clear, but the structures need to be out of combat before the ability can be used.

Searchlight



The searchlight reveals units in the fog of war at long range but in a narrow cone.

Bunker
HMG Bunker
Medical Bunker
  • Medical Half-track


  • Mobile Medical Station


    This is a weird unit. It already existed in the game files and it functions somewhat like the Panzer Elite mobile units in CoH: Opposing Fronts and the OKW units in CoH2. It drives to a location and then deploys into a temporary medical structure.

  • Medical Opel Blitz Truck
Mortar Bunker
Command Bunker
Supply Bunker
Obice
FlaK 36
FlaK 38
Transfer Depot

╚ Abilities
Coming Soon!
☆ Allies
├ Headquarters
Central hub for coordinating operations and deploying Allied Engineer squads and Jeep 4x4s.



Upgrades
  • Support Center
  • Infantry Support Center
  • Mechanized Support Center
  • Air Support Center

After the main Support Center is constructed the Allies can then build all of the individual Support Centers which have various upgrades, unlocks, and even buildable units. Infantry units may be withdrawn from the battlefield via an ability added to the HQ.

Allied Engineers
Combat engineers capable of construction, repairs, and demolitions. Limited anti-infantry firepower at short-range.




This unit was the result of mashing the Sappers and the Engineers together. Early on in the mod's history it was too difficult balance-wise for the Allies to have two main engineering units. Having two builder units at the HQ required the Allies to commit early in every match to either Commonwealth or USF strategies. And then which builder unit to even start with? The solution was to mash them both together; the result was the Allied Engineers consisting of a variety of different engineer models. This actually resulted in a funny bug where sometimes the engineer who had the satchel charges in their inventory would die and the squad could no longer throw them.

Scout
Reconnaissance unit that excels at capturing territory.

Similar to the vanilla unit but now moves faster when not in direct combat.

Jeep 4x4
Fast recon vehicle with excellent sight range. Effective against unsupported infantry, team weapons, and snipers.



Who doesn't love a Jeep!? It is basically the same as the vanilla 4x4, but with the capture ability unlocked. Although it is available straight from the HQ, it has a small fuel cost which early game will delay other tech options.

Barracks
Trains basic infantry for reconnaissance and light combat.

Advanced Infantry Center
Advanced barracks for producing specialized infantry and elite combat units.

Weapons Support Center
Produces anti-tank guns, mortars, machine guns, and snipers for supporting infantry operations.

Support Center

Infantry Support Center
Provides upgrades and support for infantry units to enhance their combat effectiveness and survivability.

Mechanized Support Center

Air Support Center

Advanced Weapons Depot
Unlocks advanced support weapons for improved anti-armor and area denial.

Motor Pool
Produces light vehicles for reconnaissance, troop transport, and mobile firepower.

Light Armor Operations
Deploys light tanks and fast-moving armored units for flanking and skirmishes.

Medium Armor Command
Produces versatile medium armor for frontline engagements.

Heavy Tank Depot
Unlocks powerful heavy tanks to spearhead assaults and withstand enemy fire.
├┬ Support Center
Support Center

The Support Center itself contains a few basic upgrades. It's real utility is unlocked with the Infantry, Mechanized, and Air Support specializations. Because the game was not designed around Allied players having all of the support centers simultaneously, MAUM stacks all the upgrades in the same building. Each page of upgrades (Infantry, Mechanized, and Air) can be cycled by clicking the Support Center tab in the UI. There is no physical change to the building however, as new specializations are unlocked additional NPCs will spawn outside the Support Center.
│├ Infantry Support Center
Lieutenant
A frontline command unit providing leadership bonuses and tactical support to nearby infantry.


The Lieutenant is modeled from the unit of the same name in Company of Heroes 2. There are five members in the squad so they are slightly less effective than Riflemen. However they can be upgraded with a Bazooka to help ward off early game vehicles.

Captain
Command support unit providing buffs and leadership to nearby troops.


The Captain should function basically the same as the vanilla Captain from CoH3 only with the addition of another squad member.

Major
The Major and his command squad can act as a retreat point and is capable of coordinating defensive operations.


The Major is based off of the unit with the same name in Company of Heroes 2. The Major can serve as a retreat point and additionally grants a defensive bonus to nearby units in cover.
│├ Mechanized Support Center
Mechanized Support Center
│└ Air Support Center
Assault Officer
An elite airborne command unit specializing in aggressive maneuvers and close quarters engagements.



The Assault Officer was a UKF unit in Company of Heroes 2: British Forces. I believe it was originally the Airlanding Commander which is why, despite the name change, it had so many air support abilities. In any case, the Assault Officer is back in MAUM and comes equipped with an LMG and several air related support options.
├ Barracks
Trains basic infantry for reconnaissance and light combat.



Engineers
Combat engineers effective at close range. Can build fortifications and defenses.

Riflemen
Versatile frontline infantry with strong mid-range firepower.

Urban Assault Engineers
Close-combat engineers with breaching and demolition capabilities. Effective against infantry at short-range.




I originally tried giving them shotguns like in Company of Heroes Online...but the animation was too broken to actually use. Every time the squad missed, the shotgun blast would fire off in a random direction. It was also very broken balance-wise as they melted everything at close range. I might revisit shotguns later, but for now they have Thompsons and Stens which give them serious close range firepower.

Assault Engineers
Close-combat engineers with limited construction abilities. Effective against infantry at short-range.

Pathfinders
Reconnaissance infantry with excellent spotting capabilities. Effective against infantry at long-range.

Tommy Section
Core British infantry unit with strong defensive capabilities. Effective against infantry at long-range.

Italian Resistance Fighters
Guerrilla fighters specializing in ambushes and sabotage. Effective against infantry at long-range.



Similar to the single player campaign unit, but with their costs adjusted relative to their performance. They have unique Italian weapon upgrades.

Australian Light Infantry
Highly trained mobile and adaptable infantry. Effective against infantry at medium to long-range.

Italian Partisan Saboteurs
Covert operatives with explosives and anti-vehicle tactics. Effective against light vehicles and structures.



Based off the single player campaign unit. They have some unique booby trap related abilities.
├ Advanced Infantry Center
Advanced barracks for producing specialized infantry and elite combat units.



Gurkha Section
Fearless Nepali combat specialists. Effective against infantry at all ranges.

Mostly unchanged but now they also can throw Gurkha knives!

Ranger Special Forces
Elite American infantry with superior firepower and resilience. Very effective against infantry at all ranges.



The MAUM Rangers are based on the heavy weapons specialist CoH3 version. However in MAUM you can choose which heavy weapons to upgrade them with. Want six Bazookas? Go for it!

Commando Section
British elite infantry specializing in stealth and rapid strikes. Extremely effective against infantry at short-range. Most effective when attacking from camouflage.

Commando Support Section
Provides fire support and medical aid to commando operations. Very effective against infantry at long-range. Most effective when attacking from camouflage.



Foot Guards
Heavy infantry with high durability and anti-infantry firepower. Very effective against infantry and vehicles. Most effective against infantry at short-range.

SSF Commandos
U.S. Special Service Force trained for deep strikes and sabotage. Effective against infantry at medium range or vehicles depending on equipped weapons.

Canadian Shock Troops 🍁
Heavy-assault infantry effective in urban combat. Extremely effective against infantry at short-range.

Paratroopers
Airborne infantry capable of deploying behind enemy lines. Effective against infantry at medium range.

SAS Section
British elite raiders trained for sabotage and reconnaissance. Effective against infantry at long-range.





They have a few unique abilities such as marking units in a large AoE. Their flares also reveal targets in a large area. They can also sneakily booby trap territory points.
├ Weapons Support Center
Produces anti-tank guns, mortars, machine guns, and snipers for supporting infantry operations.



Sappers
Combat engineers with incendiary and demolition capabilities. Effective against infantry and structures. Can build defenses.

Bazooka Team
Dedicated anti-tank infantry unit. Very effective against vehicles. Less effective against tank frontal armor at long-range.

Vickers Heavy Machine Gun
Suppressive fire team with strong anti-infantry capabilities. Very effective against massed infantry. Can suppress within its arc of fire.

3" Mortar
Indirect fire support team for suppressing enemy positions. Effective against stationary infantry, team weapons, and structures.

Italian Partisan Sniper Team
Long-range anti-infantry partisans. Kills most infantry with one shot.



Similar to the Soviet Sniper Team from CoH2. They are very fragile but are cost effective and deal fatal damage to most infantry squad members.

Sniper
Long-range anti-infantry specialist. Kills infantry with one shot.

2-Pound Anti-tank Gun
Anti-tank cannon effective against light armor. Very effective against light vehicles. Can damage tanks at short-range or from flanks.

6-Pound Anti-tank Gun
Versatile anti-tank gun with good penetration.
├ Advanced Weapons Depot
Unlocks advanced support weapons for improved anti-armor and area denial.



Heavy Machine Gun Commando Team
Commando crewed HMG crew with strong mobility.

Commando HMG can camouflage in cover to setup ambushes.

M1 Mortar Team
Light mortar team for indirect support.

Better range and rate of fire than the 3" mortar.

Artillery Observers
Forward observers calling in off-map artillery strikes.

57mm Anti-tank Gun
Effective against medium tanks.

Very similar to the 6-pounder AT gun but with better penetration so it scales better into the late game.

17-Pound Anti-tank Gun
High-powered anti-tank gun capable of destroying heavy armor.



.50 Cal Heavy Machine Gun
A powerful heavy machine gun team providing suppressive fire and strong anti-infantry capabilities, with moderate effectiveness against light vehicles.



There was a fun bug with the .50 cal in an early MAUM version where the impact of each bullet was misconfigured to be about 1000x what it was supposed to be. It could knock over vehicles and tanks with consistent fire.

Anti-vehicle Sniper
Specialized sniper targeting vehicle crews and weak points.



Fragile like most sniper units but comes equipped with a powerful anti-tank rifle. Can deal with light armor but can't reliably penetrate heavy tanks.
├ Motor Pool
Produces light vehicles for reconnaissance, troop transport, and mobile firepower.



Calvary Squad
Fast-moving infantry trained for rapid assaults and flanking maneuvers, excelling in mobility and aggression.



This squad is vital for Motor Pool opening strategies, but is also fairly versatile even on their own. They can perform basic repairs, mark vehicle targets, and help support nearby Allied vehicles.

Dingo Scout Car
British light recon vehicle with armored plating.

M29 Weasel
Amphibious utility vehicle for transport and supply.

CWT Support Truck
Logistics vehicle providing reinforcements and repairs.

6x6 Support Truck
Heavy-duty truck for supplying frontline units.



This truck fulfills a few duties. It can lockdown on resource points, transport infantry, and provides frontline supplies in the form of combat bonuses to nearby infantry.

M16 Multiple Gun Carriage
Anti-aircraft half-track with high firepower.

75mm Anti-vehicle Half-track
Mobile gun platform for engaging light armor.

Humber Armored Car
Fast reconnaissance vehicle with decent firepower.

M8 Greyhound
American light armored car with a strong cannon.
├ Light Armor Operations
Deploys light tanks and fast-moving armored units for flanking and skirmishes.



Valentine
Well-armored British infantry support tank.

The Valentine is the base chassis for a number of Allied vehicles.

Bishop
Self-propelled artillery based on the Valentine chassis.

Valentine Archer
Tank destroyer with a rear-facing gun.

Stuart Mk. III
Fast and lightly armored light tank.



Stuart Mk. V
Improved Stuart variant with better speed and reliability.



There was a bug that persisted for several MAUM versions where upgrading to the Mk. V actually decreased its stats. Now that it is fixed the Mk. V offers a substantial improvement to speed and armor.

M24 Chaffee
Late-war light tank with good speed and firepower.

M8 Scott
Light self-propelled artillery with HE rounds.

Crusader Mk. II/III
British cruiser tank focused on mobility.

Crusader Mk. III Anti-aircraft
Mobile AA platform for dealing with air threats.
├ Medium Armor Command
Produces versatile medium armor for frontline engagements.



M18 Hellcat
Fast and agile tank destroyer.

M3 Grant
Dual-gun medium tank with a powerful main gun.

Priest Self-propelled Howitzer
Mobile artillery with strong area bombardment.



This unit exists in the game files, but was unfortunately missing its main cannon! I kitbashed a cannon onto it so it can fire. It looks a bit odd, but the unit should otherwise work as intended. As it is based on the M3 chassis, it has a decent amount of armor (especially for an artillery unit).

M31 Recovery Tank
Repair and recovery vehicle for battlefield repairs.

Basic recovery vehicle but because it is based on the M3 chassis it has a surprising amount of armor.

Cruiser Tank Ram Mk2
Canadian modified version of the M3 with upgraded armor and a turret.

Centaur IV Medium Tank
Fire support tank armed with a howitzer.

M4A1 Sherman
Standard medium tank with good all-around performance.

M4A1(76) Sherman
Upgraded Sherman with a high-velocity gun.

T40/M17 Sherman Whizbang
Rocket-equipped Sherman for heavy bombardment.

M4A1 Command Sherman
Command variant with battlefield coordination abilities.



The Command Sherman performs most similarly to the standard M4A1 only it provides several powerful buffs to nearby armored units.

M4A3E8 Sherman
"Easy Eight" version of the Sherman with improved suspension and firepower.

M4A3(105) Sherman
Artillery variant of the Sherman with a short-barreled howitzer.

M4A3 Sherman Crocodile
Flamethrower-equipped variant for urban combat.



Based off of the Crocodile Sherman from the original Company of Heroes. Sadly, there is no crab flail attachment (at least it gets a bucket!).
├ Heavy Tank Depot
M26 Pershing
American heavy tank with superior firepower.

For much of MAUM's history the M26 was a kitbash of several tank parts. Now that it actually exists in the game that is the version that is used. Surprisingly the stats are nearly identical. Does Relic read my patch notes!?

Matilda II
Extremely well-armored early-war infantry tank.

Churchill IV
Heavy assault tank with strong frontal armor.

Churchill NA 75
Modified Churchill with a Sherman 75mm gun.

Basically the same HP sponge of a tank but with a gun that can fight other tanks.

Churchill Crocodile
Flamethrower-equipped Churchill variant.

The flamethrower is mounted in such a way that the tank must face its target for it to fire. The QF 6-pounder on the turret functions like normal.

Churchill A.V.R.E.
A special demolition version of the Churchill IV with a Petard 29mm Spigot Mortar instead of a cannon.

Churchill Black Prince
Heavy Churchill variant with a powerful gun.

The Black Prince is equipped with a QF 17-pounder cannon.

Command Churchill IV
Command tank version with enhanced support capabilities.

Similar stats to the basic Churchill IV but with several buffing abilities that apply to nearby Allied armor.
├ Emplacements
Most emplacements now have a self-destruct ability. The game's UI doesn't make it immediately clear, but the structures need to be out of combat before the ability can be used.

HMG Bunker
HMG Nest
Bofors
105
25-pounder
Field Infirmary
Forward Repair Assembly
Mortar Emplacement
Searchlight
└ Abilities
Coming Soon!
About
My goal for this mod is to expand the battlefield with units from Company of Heroes, Company of Heroes Online, Company of Heroes 2, and Company of Heroes 3. Every match has all the units, abilities, and upgrades available. There are nearly 100 unique units for each faction! Having that many possible interactions in each match certainly has some balance implications so although most units have their vanilla stats, some have been adjusted in cost and/or performance. Overall, the intent is to keep the same 'feel' as the vanilla Company of Heroes games -- just with all units!
Promotion
Credits
I work on this mod in my free time, but I really try to incorporate all of the great ideas the Company of Heroes community comes up with.

Thank you to Melfina Wargaming for all their playtesting, @Loyalnapkin for the awesome MAUM cover art and acting as Commander Carter. Also special thanks to 'Dodo' for lending his acting talent as Lieutenant Sheppard and to everyone who has left all the great feedback and suggestions!

And thank you for playing!
2 条留言
tricon  [作者] 6 月 5 日 下午 9:24 
I wish I could! Unfortunately from what I have access to they appear to be permanently locked in the game UI.
zodiacdang 6 月 5 日 下午 7:57 
Please maake tthhee opptiioonn to Diisaabblle Batttllee Grooupp