Company of Heroes 2

Company of Heroes 2

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Horde Defense Mod
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Item Type: tuning
File Size
Posted
Updated
7.109 MB
6 Dec, 2018 @ 6:35pm
6 Apr, 2024 @ 8:03am
194 Change Notes ( view )

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Horde Defense Mod

Description
Experimental version here : https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3420307515&tscn=1742302139

What is this mod?

Twitch: Game examples[www.twitch.tv]

Horde Defense Mod brings in RPG like elements and AI improvements to make the Player vs AI (PVE) loop more interesting, prolonging standard game times for epic large scale engagements. In vanilla COH2, the AI can be dealt with relatively easily through cheese or fundamental understanding of the game mechanics, but in the Horde Defense Mod, the AI will scale progressively through the match ramping up the later the game progresses. This AI will attack you with overwhelming force and combined arms. Ostheer and OKW forces are buffed significantly enabling a human to compete with the AI advantages.
Players are meant to play as the Axis against SOVIET, USF, or UKF opponents.

RPG Elements
RPG elements come in the form of 15 ranks of veterancy, over 100 unique unit upgrades, and abilities that allow a standard Grenadier (for example) to become a force to be reckoned with. Most infantry squads can be upgraded with squad leaders, automatic gunners, designated marksmen, or all three (in some cases). It's not unusual for a veteran Grenadier, with upgrades and equipped weapons to be able to hold off several squads of opposing units. A fully upgraded Panther might be able to win a fight vs several T-34s/Shermans if the player controls correctly. This also means units can be left alone more safely without hearing about how you lost a squad across the map.

Ostheer
The Ostheer is a defensive force that still maintains a considerable amount of resources. One of their main features is the ability to construct supply caches on territory points increasing their teams resource generation. While expensive, in the long run, they will pay for themselves while also denying the enemy?s ability to cut off your back line. Be warned however, the payback period is close to 10 minutes meaning that while an early investment will pay off sooner rather than later, an aggressive enemy can punish you severely.
In addition, the Ostheer still have access to most of the Luftwaffe?s capabilities so upgrading the Luftwaffe Command Post from the Infanterie Kompanie enables the commander to call upon Luftwaffe Ground Forces to build much needed flak emplacements, and Luftwaffe Combat Controllers who can coordinate Air-to-Ground support.

OKW
With resources dwindling, the OKW doesnt rely on standalone structures or prefabricated buildings, but mobile trucks that can be set up as makeshift command and control. As such, their economy is handicapped and vulnerable to back capture. However, what they lack in economy they make up for in strong early units and the ability to build strong points around their key feature the Vorwarts Stutzpunkt.
Replacing the Schwerer Panzer Headquarters, the Forward Base acts as a bastion during the early game able to repel infantry and light vehicles while providing buffs and abilities to friendly forces. Each forward base can be upgraded with a Specialization that denotes the class of abilities it has access to. Each forward base specialization has 3-tiers and 4 different choices giving 64 different builds for a total of 256 possible permutations!

Allied Forces
[USF]
The United States Army focuses on a heavy infantry core of elite riflemen on par with their German counterparts. They also have a robust officer core that lead from the front buffing all nearby troops, eliminating them will go a long way in reducing their staying power. Expect heavier pressure earlier than the Soviets, but on average less armor to deal with.
Unlike the Soviets, the USF has more variety in their units depending on the Commander in charge. Armor Company, for example, will deploy more armor units and special units the like M10 Wolverine while the Ranger Company will field more officers and better equipped main line infantry.
Suitable for 1v1

[UKF]
Besieged for a better part of the war, Britain?s manpower attrition has forced them into a defensive position attempting to maximize the value of each soldier. They will utilize heavy emplacements and strengthen allied rear lines while providing fire support. Their troops represent the (surviving) cream of the crop of Britain?s finest and can pose a considerable threat to infantry but will rarely outnumber Axis troops.
When combined with a strong, all-around ally like the AEF, UK Forces can help backstop Axis advanced while US Forces push into enemy lines. Expect them to set up defensive points to defend points of strategic importance.
Suitable for 1v1

[Soviets]
The Red Tide. A vast horde of men, machines, and administration. Conscripts make up the bulk of their infantry force and while numerous are easily dispatched, but be warned, as soon as the main Red Army arrives fields of T-34s as far as the eye can see will run head first into you. Prepare accordingly or you will not survive.
1v1 at your own risk

MAPS
- This mod shines on wide open maps that cannot be easily chokepointed and is designed to be MOST FUN on very large map. The objective is to lock down your territories and have defense in depth. At least 2 lines of defense. That means, layers of tank traps + barbed wire supported by suppression weapons and backed up by armor with infantry support.


HOW TO PLAY

1. Create your custom game
2. set Tuning Pack to Horde Defense Mod
3. set Win condition to Horde Defense Mod: Annhilation/Domination (optional)
4. Standard Resources
5. set opponent AI 1 or 2 Standard Soviet, USF, or UKF AI
Developer note: The AI is tuned specifically on the [Standard] setting so use caution when creating AI allies to standard as well. Preferably set AI allies to [easy] or [hard]


Recommendations:
- Play on a large, open map and set up defensive positions ahead of time. The Allied forces will increase dramatically in number as the game progresses, but the strongest waves won't kick off until about 15 Command Points. This mod shines on wide open maps that cannot be easily chokepointed and is designed to be MOST FUN on very large map. The objective is to lock down your territories and have defense in depth. At least 2 lines of defense. That means, layers of tank traps + barbed wire supported by suppression weapons and backed up by armor with infantry support.

- I recommend a 2:1 ratio of players to standard Soviet AI or 1:1 against USF/UKF opponents. If you are solo you can also play with AI on your own team I'd recommend adding a hard OST (OKW AI are unable to fully utilize) to your side for every standard on the opponent side. If you find this still too difficult make your ally an expert for the next round.

- Ostheer players need to build Supply Caches and invest in Stockpile upgrades for them. OKW players will want to place opel blitz trucks in defensible territory. You will want to generate as much income as possible early on.

- OKW players will want to build Forward Bases in order increase income and buff their territory holdings

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Popular Discussions View All (13)
229
3 Jan @ 3:14am
PINNED: Bug Reports
Artig0
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6 Feb, 2023 @ 7:23pm
Feedback and suggestion
hydrus67
4
21 Apr, 2024 @ 5:29pm
Favourite Doctrines to play as
Invisihole
774 Comments
hydrus67  [author] 20 Jul @ 5:03am 
@Velrog

You're not the first to ask for basically the same mod but for Allies. I have no intention to recreate the entire mod by myself so don't expect such mod coming from me.

You "can" play as the Allies but keep in mind the mod was not made with such intent so it's gonna be cluncky at best.

Also, this is the live version that is currently in hiatus. I continued the developement on a separate branch, the experimental branch, while we wait for the original author of the mod to eventually come back.
Velrog 20 Jul @ 3:28am 
does anyone know of a similar mod but with reversed roles? i rly want those US infantry howitzers, but it's not exactly easy to snag them from under their noses... not impossible, just not easy :D i'm also curious about how the allies would be touched up if they got reworked in a similar fashion to the Axis here
krzysiekliber 9 Jun @ 11:13am 
why US had airplanes and pershing's together it's the same shit like in Wikinger
hydrus67  [author] 15 May @ 6:30pm 
@Phantom Guard

Madman ! You're a madman ! :lunar2019shockedpig:
hydrus67  [author] 15 May @ 6:29pm 
@Luigi

Well, thanks for the enthusiastic response ! Frankly, it was so overwhelming that I don't even know what to say, so I'll just encourage you to give the Kriegsmarine another try in my experimental version. I just hope your PC will survive.
Phantom Guard 15 May @ 2:20pm 
i mostly play the okw so the ost ant really my wheel house but i tend to perfer defence with a reacting tank force ive beaten a 1v3 this way (still trying to crack 1v4) and use mgs to stall there is a discord where you can get better recomendations
Luigi 15 May @ 9:48am 
5.A i also tend to build cashes first and focus primary on building the cashes right off the bat and go as cheap as i can with only engineers and mg's as i tech up i tried a lot of times to do like you say and be more aggressive but with repairing tanks and savaging resources (AN ABSOLUTE MUST) it is just too much for one guy to handle because the ai dose not play at a high level and i tend to just be the support player because the ai dose not build cashes nor dose it upgrade it so it is left to me to take up the slack and trade tons of flue and other muni for manpower. so is it possible if playing solo the ai focuses on cashes more and not left to me?
Luigi 15 May @ 9:48am 
playing solo with an ai against one standard and one hard soviet ai? or am i supposed to be way more aggressive and push the ai to its base because i kinda feel its like 1 of 2 options super aggressive or 2 or 3 Brits AT guns with tanks being support and also inf but at its core is the heavy guns that win the game and other units fill in the gaps or act as a quick reaction force.
Luigi 15 May @ 9:47am 
4. the navy guy is kinda underwhelming and i tend to almost never pick that guy because the boats are ehhhh and he just dose not offer enough contribution the strikes of over watch take too long and i just seem to never pull his strengths also when compared with the inf and airborne guy.
5. i have a ton of experience with this game and can play at vary high leaves but i tried the other commanders and tend to only pick joint operations because of the lefh to go counter barrage and the big at guns to destroy heavy duty soviet armor pushes i think this is perfectly fine but it seems like im doing something wrong because you put tons of work into making this mod absolutely amazing and breathed new life in a game i have bought since the beginning ( still remember when penos 1 shot tiger tanks with satchels (good times)) so is that suppose to be the meta when
Luigi 15 May @ 9:47am 
2. panthers and panthers 2 when you upgrade them they transform to the panther 2 but what gun dose it have like if you upgrade the gun to 88mm when you upgrade the panther 2 dose it have the better gun or dose it stick with the 75mm of the panther because from my tests it is like a little nurfed splash damage but it shoots way faster which is a good thing i say because when the friendly ai stops spawning units and gives up i need the extra fire power to deal with like 10 t34 85 IS 3 and tons of extra tanks plus arty. lastly he is a good pick when you fight with some one else but if playing solo its a bad pick because of that reason.
3. if possible the airborne officer can you make him have the regal fuel building because its cool to