Company of Heroes 2

Company of Heroes 2

Horde Defense Mod
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
Luigi 15 May @ 9:45am 
@hydrus67 omg you are the best and i cant believe you responded i don't want to sound over negative after playing a lot of unfair games with random noobs and almost just quiet gave up on this game you crated a vary fun and highly addictive mode that is incredibly fun i love the upgrade system and also i do love the waves ( me an ai (hard if i want a rely challenge and expert if i just want to have fun) with 2 standard ai's soviets ( as they are the best and others like usf and ukf are just too underwhelming (NOT A BAD THING IT JUST IS WHAT IT IS :P)) also i have some questions for you
1. when using the inf officer i promote a unit and it still carries over the buff to the unit like a gren upgraded to a ober is that what is supposes to happen?
hydrus67  [author] 15 May @ 4:22am 
@Luigi

The Commissar has a conditionnal invulnerability so long as any of his body guards are alive.
It's not fun to play against so I changed it in the experimental version (A.k.a. the version I'm developing in parallel while waiting for the original author, Artig0, to come back).
Luigi 14 May @ 7:19pm 
yo what is the problem with the comizar this soviet inf causes a loss no matter what i do they take tons of damage and no problem that is what is frustrating about this mod if it was not for me resetting every time i see those guys this mod would be a10/10 i love playing and it play games of 50 plus minus and enjoy ever bit of it.
hydrus67  [author] 25 Apr @ 8:39am 
Well, if I really wanted to be technical, it's "You can count on Ostruppen. No, really, you can !" but I'm a bloody French and thus mixed up both version.
rogantheoldman 25 Apr @ 8:00am 
"You can count on Ostruppen ! Seriously." hahaha
It has become truth
Phantom Guard 21 Mar @ 6:41pm 
ostruppen for the WIIIIIINNNN now i want to play this again
hydrus67  [author] 21 Mar @ 5:00pm 
@Hex: Catboys

"You can count on Ostruppen ! Seriously."
Hex: Catboys 21 Mar @ 1:20pm 
Discovered this mod, my new favourite thing in this game is giving my darling ostruppen STG's so they actually kick ass for once
hydrus67  [author] 6 Mar @ 6:09pm 
@amintkd90

Why, thanks you for your kind words !

After the long absence of the original author (Artig0), I finally decided to keep developing it in an experimental branch if you wanna see some updates. Don't hesitated to join the Discord server too (to see Ravil pester me with crazy ideas) !
amintkd90 6 Mar @ 5:06pm 
Can't play CoH2 without this mode! Probably played at least for 500 hours... and as a business owner I shouldn't have but totally worth it... lol Keep up the great work. Been waiting for new updates for months now xD

Infantry only options would be legendary! And custom commanders lists for German troops :D

Thank you!
hydrus67  [author] 23 Feb @ 10:32pm 
@Doomkat

Yeah, Artig0 really don't like command sector restricton and the one put on the strategic bombing was me insisting.
As a support dev', I don't have authority to modify the main mod but I did create an experimental version of it where I made my changes and fixes. I have yet to address the Hauptmann Luftwaffe airstrikes but it's quite high on the list.
Doomkat 23 Feb @ 5:19pm 
For some reason the OST Luftwaffe can spam bombs directly on the AI's base and quickly win. The only airstrike that doesn't seem to be usable in the enemy base zone is the strategic bombing, which on many maps has enough AoE to hit some of the buildings anyway.
hydrus67  [author] 25 Nov, 2024 @ 1:40am 
@47467red

While you technically can, it was not conceived with players playing as the allies in mind.
It already is a request to be playing as the allies versus the Axis but making basically the mod twice is quite the work as you cna imagine, so it's unlikely.
47467red 24 Nov, 2024 @ 6:29pm 
Out of curiosity, will there ever be the ability to play as US or UKF fighting, say the Soviets?
commissar viktor 12 Aug, 2024 @ 9:40pm 
so artigo, there have you been for the last 4 months?
i just want to ask are we going to see an update in 1-2 months not anything major but at least some-thing?

also is there any-chance i could get my hands on the Hetzer (AT) AI fix, also know how on how to make the AI not give up after the 30min mark in my mod?
panillion 2 Jul, 2024 @ 4:16am 
should have been good if all faction would just have more veterancy simply
Darkequation 8 Apr, 2024 @ 4:51am 
The Hetzer fix is godsend
Artig0  [author] 6 Apr, 2024 @ 8:16am 
4/6/2024

Hello Horde Defenders,

Small QoL patch today sorry for the brief update haven't had too much time lately!


As always, thank you for your support!
Artig0  [author] 23 Mar, 2024 @ 8:11am 
3/23/2024

Hello Horde Defenders,

New patch is live. Have a few QoL changes like conflicting keybinds and removing muni cost for sprint. A couple other balance changes, like the Panther II Hunter Killer now has a long 88mm by default and the American forces now have access to the T26E4 Super Pershing as a prestige unit for the M26. Also the Kubelwagen got some love too for those that celebrate. See full patch notes for details.

Good luck out there.

as a side note, looking to do patches every 2 weeks (work permitting) as that seems to be about the pace I can handle without neglecting my life duties.

As always, thank you for your support!
Artig0  [author] 23 Mar, 2024 @ 8:07am 
@invisihole - I'm working on fixing the AI tendency to build so much artillery. Typically it happens most often in choke points with a lot of heavy fortifications when they determine they have no other option to break a line. I'm hesitant to flat out limit the number of artillery pieces they can build as it tends to soft lock the AI, but I am working on a solution.
Invisihole 19 Mar, 2024 @ 4:19am 
Also, as a reminder, I've reported exactly such artillery spam around a year or two ago. It was used in a similar way (as in, not all artillery together). Katyushas were used the same way too. Tweaks of counter-barrage help fight it easier (by more frequent and deadly responses), but forcing that reaction prevents a bigger frontline fight, as with the AI tank/commisar doctrines. These latter two types are rare, but what makes the mod fun.

Perhaps the problem lies with AI defaulting to indirect fire whenever it has excess resources, regardless of the situation?
Invisihole 19 Mar, 2024 @ 4:16am 
Some feedback on AI abusing the freebies to give indirect fire annoyance:
(I don't know why my Steam client refuses to make screenshots or videos of the game, so I had to resort to screenshots and random site upload. I hope that's ok.)

https://ibb.co/1ZnVK8D - Assault mostly defeated, but I can't rush forward.
https://ibb.co/bsyjhY3 - This spam secures one cycle of barrages. Katyushas provide a 2nd cycle. This time I was spared the annoying AT rocket air attacks, but those are often a part of the package. Only way to counter this behavior is to amass indirect fire to the point it decides the game. I can do that in Vanilla just as well, so it defeats the purpose of the mod, I feel.

It's VERY rare the AI doesn't pick an artillery doctrine. Don't see tweaks over the years making it much better, as long as this AI logic has excess resources and arty doctrine availability.
Striker24 17 Mar, 2024 @ 4:36pm 
@Artig0

My bad, I didn't clarify what I meant. When I said i wish i could repair the buildings, I meant the houses and garrison-able structures around the map. That's the only thing I can't repair and sometimes i don't even brother garrisoning my units in the houses because i know eventually it will be destroyed and lose the units and there's nothing can do about it.
hydrus67  [author] 16 Mar, 2024 @ 12:15pm 
@Invisihole

Anything AI related would be Artig0 but I'm proud to annonce that the Super-Heavy tweaks were my initiative ! Glad to hear you like it !
*happy snake noise*
Invisihole 16 Mar, 2024 @ 11:51am 
Further experience input- whoever came up with the soviet tank focus doctrine and the new super heavy tank as a cherry on top is a legend! Not only is it direct, brutal, grinding in-your-face war that would challenge any static entrenchment before the big guns come into play, but it also doesn't seem to show the otherwise familiar artillery/call-in spam.

Now that's pure bliss! Thank you from the bottom of my heart!
commissar viktor 15 Mar, 2024 @ 4:14am 
"low income" is still playable, i at this point only play 25% more MP and fuel income and do fine even while memeing with pure volk/pioneer spam
Invisihole 15 Mar, 2024 @ 3:53am 
A. high resources games are more balanced, beyond the initial rush of infantry, which is infinitely more manageable than a combo of all methods being spammed.

B. Thank you very much. I've seen it before, but did not know it's updated. Much appreciated.

C. I was referring to resource setting, not AI difficulty. Standard resources disadvantage the player further, beyond the already problematic call-in and artillery spam. Rest is enjoyable, but only after AA measures have ranked up and player artillery has bombed the daylights out of half the AI base, quite a lot of units around the AI arty and so takes away from anything horde-oriented.

I'll definitely stick strictly to high resources xD
commissar viktor 14 Mar, 2024 @ 8:45pm 
so.

A. AI get more income viva their special call in every time they use it if i'm not wrong and also income point's at least for soviet's will have boosted output leading to more spam.

B. you can see upcoming update's if you look at my google document as im still keeping track of it.

C. yes the AI keep's their income bonus's if you go higher then stander, which the mod is made to be played with stander AI, you did not say this but as a hint to one's who just don't read.

https://docs.google.com/document/d/1Ic5BEWrJ6GQfwaNxLECJBLYnvvXBW5vh8yL-bGd3pt0/edit?usp=sharing
Invisihole 14 Mar, 2024 @ 6:02am 
What appears to happen is the spawns fill up the AI's need for tanks/infantry, despite me killing all waves that approach me and no buildup occurs. A swarm of tanks comes, just as it's spread a bit, I get swarmed by a 2nd wave, with the addition of indirect fire, which I can't answer.

Would point to spawns letting AI focus on indirect fire and it appears AI also has straight up bonus resources.

One suggestion against call-ins would be to lower the base ammunition inflow for AI, to lower than the players'. I feel like it gets bonuses now, which inevitably leads to call-in spams. Also, a Flakpanzer being downed by 2 rocket-runs by planes, rather than being a deterrent is IMO not balance. (pioneers die trying to keep it alive as a bonus).

Indirect fire in this experience was nothing that would be better on a wide map, as it caused damage mostly outside of the bottleneck, leaving me no save place, nor any time to breathe.
Invisihole 14 Mar, 2024 @ 6:00am 
Tried to set a game for standard resources, as per mod suggestion-absolute nightmare of an experience with no hope in sight.

I barely save up, bee-lining for a tiger, and get rushed by a swarm of light tanks. Normally no problem, were it not for at least 2 Katyushas, at least 1 fly-by anti-tank rocket runs, smoke, and heavy artillery and mostly smoke mortars pounding me as often as cooldown allows.

The map is built for high resources, which should leave a lack of at least munitions for this setting, let alone less excess for indirect fire weapons.
hydrus67  [author] 13 Mar, 2024 @ 6:52am 
@Invisihole

You can join the Discord server. Sometime Artig0 post a patch-preview and the canon-fodd- Ahem, I mean, our valliant Ostruppens (mostly) don't bite !
Invisihole 13 Mar, 2024 @ 5:44am 
All good, was just looking around, since I hadn't used it in a long while. Was wondering if it's just me and not the actual difference in performance.

Is there a post, showing what is planned for the next respective patch?

Once again, thanks for this great mod and all the hard work!
Artig0  [author] 11 Mar, 2024 @ 8:35am 
@Invisihole - The Panther II Hunter Killer will have the 88mm cannon by default in the next patch don't worry :)
Invisihole 11 Mar, 2024 @ 8:27am 
I'm not sure if it's an oversight or intended, but the Panther II has a 88mm cannon upgrade, but the prestige "Jagermörder" Panther II has just the 75mm gun and no upgrade option. It feels weaker, next to the 5 star PII. Is it an intended tradeoff of speed vs dmg?
Artig0  [author] 9 Mar, 2024 @ 6:38am 
Hello Horde Defenders,

Small update today. Just a few QoL changes and some slight balancing. For one, lowered the Soviet DSHKa spam greatly which I know was annoying. Second, re-implemented some missing UKF units that weren't present in the mod. In addition, modified the UKF AI's behavior to offer a greater challenge and not just a push over compared to the Soviet/USA armies. See patch notes for details.

As always, thanks for your continued support.
Artig0  [author] 9 Mar, 2024 @ 6:35am 
@Invisihole - happy to be back after my hiatus :)

It's tough to balance the artillery because with no indirect fire support then emplacements and static defense will win almost every time. But efforts are being made to offer counter play to the artillery.
hydrus67  [author] 9 Mar, 2024 @ 5:12am 
@Invisihole

Hey, welcome back ! Thanks for your kind words !

Yeah, AI behaviour is still giving us trouble alright. Though I recently buffed the counter-barrage option which should (hopefully) alleviate those issues to some extend until Artig0 work his magic on the AI. Walking Stuka counter-barrage range is on pare with the Panzerwerfer once upgraded so even he can reach all artillery piece targeting him. He's less accurate than most, but if one of his rocket hit, it will be enough most of the time.

Then again, the mod was created with big open map in mind, so while we'll try to do something about it, don't expect miracles either.
Invisihole 9 Mar, 2024 @ 2:36am 
To be frank, no AI arty would honestly fix the most annoying aspect for tight/bottleneck maps, as call-ins timed with assaults do enough currently. Being on a losing side, AI still spawns artillery, which at that point makes them only weaker.

As it is right now, tight maps have to be played with either artillery doctrines, or heavy investment and babysitting of panzerwerfers. Walking Stukas I have not yet tried, but unless their range was significantly buffed, they won't do much on any sizable map against long-range AI artillery.

A problem with mobile axis artillery is that even if it wipes enemy artillery, a fresh spawn will target them flawlessly, unless the player moves it to a completely new area, which is hard on tight maps. Fresh spawns will be a problem until the player can spam the AI spawn point constantly, at which point the AI base and surviving troops are pretty much useless.
Invisihole 9 Mar, 2024 @ 2:30am 
I am pleasantly surprised to see the mod being actively developed again! Great work, people!
I've been playing some these days and seeing the tweaks in-game first was refreshing.

On the other hand, the tweaks to indirect fire and team weapons don't really change anything about the fact that bottleneck/tighter maps inevitably play out as an artillery duel with AI call-in spam. This is probably mostly due to pop cap and excess resources, which are inevitable with a slower pace of unit destruction, coming from a destroyed birdge, for example.

Either way, thanks for maintaining the great mod.
Phantom Guard 2 Mar, 2024 @ 5:36pm 
@artigO i think he means the urban buildings