Company of Heroes 3

The Project


Nominated for best strategy game of the year, Company of Heroes 3 is an action focused, real-time strategy game released on PC and console. Set in the Mediterranean theatre of World War 2, players take command of The U.S. Forces, British Forces, Wehrmacht, or Deutsches Afrika Korps and fight their way through some of history’s greatest battle.

COH3’s action-focused, tactical gameplay combined with it’s deep, strategic choices blends the action and strategy genres into a unique and unforgettable experience. The use of combined arms, combat awareness, strategy, and tactical choices can turn the tide of battle from defeat to victory at any given moment. Every battle in COH3 tells a unique story through it’s deep and rich emergent gameplay and the variety of impactful choices a player can make each time they play.


Gameplay


Company of Heroes 3 is a game that revolves around strategy and tactics, where the moment-to-moment gameplay is constantly evolving, forcing players to continuously react and adapt to what is happening to be successful. Company of Heroes 3 provides players with a variety of unique features and mechanics to create a dynamic combat system that support this style of emergent gameplay. Below are some examples of the core gameplay mechanics and abilities that went into the combat system that I helped design and implement for Company of Heroes 3.

Core Mechanics


Suppression

Players use combatants such as Heavy Machine Gun squads to suppress enemy infantry in a target area, forcing them prone, slowing, and eventually immobilizing them. This mechanic forces their opponent to use a variety of tactics such as spreading out their infantry, flanking, and using counters such as artillery, snipers, or vehicles to break through enemy defences.

Weapon Teams

Weapon teams are a unique type of combatant in Company of Heroes, such as heavy machinegun teams, mortar teams, anti-tank gun teams, etc. Unlike infantry squads, these combatants focus around their main weapon and have unique attributes such as a limited firing arc, setup and pack-up times to be able to fire and / or reposition, and have a minimum squad entity count to be able to use the main weapon they carry. If the entity count falls below this threshold the remaining infantry entities drop the weapon and retreat off-map, allowing any other squad to come along and capture and use the weapon, in turn converting the capturing squad into a new weapon team.

Weapon teams are very powerful tools for the player to use but their mechanics also create significant limitations, weaknesses, and vulnerabilities that the player must be aware of and bolster to be effective. This is another mechanic in Company of Heroes that heavily supports the design intention of encouraging players to use a variety of different combatants that support one another’s strengths and weaknesses through combined arms tactics.

Capture

Players must capture territory points to earn resources. The game’s economy revolves around this feature. Players can also capture dropped weapons from defeated enemy squads, such as heavy machine guns, flamethrowers, or artillery weapons. This allows players to use weapons previously not available to them, increasing their range of tactics and creating new opportunities of gameplay.

Armour

In Company of Heroes 3, not all weapon types are effective against certain targets. For example, small arms fire from weapons such as rifles and machine guns have no effect against armored vehicles, tanks or defensive structures such as bunkers. Players must use a range of combined arms consisting of different combatant types, classes, and weapons to be effective against different targets.

Directional Cover

Company of Heroes 3 utilizes three types of cover: Garrison, Heavy, and Light, which all provide different degrees of defensive bonuses such as reduced received accuracy and damage. Players position their squads behind cover to gain advantage over their target and defend territory. The use of cover promotes tactical gameplay such as flanking, ability usage, and positioning.

Garrisoning

Players can use both buildings and vehicles to garrison their squads. Buildings provide 360 degree line of sight and heavy cover while vehicles allow infantry troops to be rapidly transported around the battlefield. Both types of garrisoning have strong tactical advantages and risks that the player must use to their advantage. For example, garrisoning a building provides a strong defensive bonus but forces the combatants to be static, allowing the opposing player to capture undefended territory. Vehicle garrisons provide a defensive bonus and mobility but if the vehicle is destroyed while garrisoned, the garrisoned troops inside will be killed.

Destruction

In Company of Heroes 3, nearly every single object on a map is destructible; the buildings, fences, rock wall, trees, etc., even the terrain itself is malleable to some degree. This makes every map an organic and dynamic battlefield. Line of sight blockers and static cover placements can be destroyed, craters are formed from heavy artillery to create new cover spots, constantly forcing players to adapt their tactics.

TrueSight

Line of sight is a critical component of Company of Heroes 3. Players can use line of sight blockers such as buildings, terrain, hedges, or smoke to protect themselves from enemy fire, hide their advance, or create opportunities to ambush their opponent.

Squad Preservation

Unlike most traditional RTS, in COH3 players must keep their squads alive to be successful. retreating, healing, and reinforcing squads to full strength helps squads earn powerful veterancy bonuses over time. By the late game, the veterancy bonuses squads have earned can be the difference maker between victory and defeat.

The act of retreating and ceding territory to keep squads alive also creates a natural sense of eb and flow to the battlefield. This is a critical part of the “dance of combat” in Company of Heroes 3 that helps set it apart from other similar strategy and action games.

Abilities


Unlike most traditional RTS, Company of Heroes 3 is a very action-focused strategy game with a heavy reliance on player and combatant ability usage. Each combatant in the game typically has anywhere from two to four abilities. Considering COH3 has four factions with over 20 combatants in each faction, it meant designing and implementing over 100 abilities for launch. This posed a challenge for creating abilities that were unique and served a definitive and useful purpose for gameplay.

To help solve this challenge, abilities in COH3 were categorized into four major archetypes: damage (AoE, DoT, etc.), modifier (buff / debuff), support (recon, LOS blocker, etc.), and construction. Each ability was designed to serve a distinct purpose and be a tool for the player to support a variety of different playstyles and tactics, and to help better define combatant roles. For example, an assault squad could use a flame grenade ability to push enemies out of cover and turn the tide in a fight, or a support squad could fire a smoke barrage ability to block line-of-sight and conceal an advance, or an infiltration squad could use a recon ability to track enemy movement in the fog of war. Below are some additional examples of the abilities I designed and developed throughout the project and the role they served for gameplay.

Damage Abilities

Damage abilities in COH3 came in all shapes and sizes, from DOT, AOE, projectile, hit-scan, targeted, and random location. The most common damage ability in the game was the grenade ability. This ability involved a combatant throwing a projectile at a target location and causing AOE damage in a defined radius. Grenade ability types varied, including small radial damage, heavy damage (satchels), dot damage (flame grenades), stun, smoke, and cluster (multiple grenades thrown at the same time). Each grenade ability came with its own pros, cons, and costs that the player would need to evaluate in the moment.

Another common damage ability was that of artillery strikes. These abilities were either player abilities with artillery projectiles flying in from off-map or were fired directly from a variety of combatants. Artillery abilities typically fired multiple projectiles from a source and barraged a target area, causing a wide array of AoE and / or DoT damage. They abilities were typically used to “soften” an enemy’s defensive line, destroy static structures, or reposition enemy troops before advancing.

The last most common damage ability were player abilities in the form of airstrikes. These abilities were typically more scarce due to their high costs and cooldowns but could have significant impacts on gameplay if timed and used correctly. Examples included planes flying in from off-map, conducting sweeping attacks with heavy machine gun fire or bombs, or loitering a target area for a duration and searching for designated targets to attack.

Modifier Abilities

Modifier abilities in COH3 were used as “buffs” to the player or their ally’s combatants or a “debuff” used against enemy combatants. These abilities either came as a passive or timed ability and could be targeted, self-targeted, or activated via an aura from a nearby source such as a game object or combatant. Typical modifiers that were applied to combatants included bonuses to movement speed, rate-of-fire, accuracy, damage, capture-rate, received accuracy, reload time and line of sight, where negative bonuses (debuffs) would subtract from these attributes.

Similar to damage abilities, these modifier abilities were used to add variety to base combat engagements, allowing the player to create emergent gameplay and use a variety of tactics to achieve their goals. For example, a speed boost ability could be used on a close-range combatant to quickly close the gap between them and an enemy, allowing the player’s combatant to take less damage upon approach and deal more damage at their ideal combat range. Another example is a modifier ability that applies bonuses to accuracy and rate-of-fire, allowing a combatant that would typically lose an engagement against a certain enemy win the fight.

Support Abilities

Support abilities in COH3 were defined as essentially non-combat abilities. These abilities were typically used to gain, conceal, or distort information in order to achieve a tactical advantage. Examples of these include but are not limited to the player calling in a reconnaissance plane to reveal the fog of war, combatants firing smoke screens to block line of sight, deception abilities to feign artillery or airstrikes, or detection abilities to reveal unit types in the fog of war and track their movement. Information is power and these types of abilities allowed players to make interesting decisions and informed choices to achieve a competitive advantage over their opponent.

Construction Abilities

Typically construction abilities were used to construct a wide variety of proximity mines that caused significant damage to infantry and vehicles. Mines could also potentially cause different status effects such as stunned or engine damage, significantly slowing a vehicle making it much more vulnerable to attack. Other examples of construction abilities included constructing heavy machine gun or mortar bunkers to defend an area, observation or recon posts to gain line of sight of an area or to detect nearby enemies in the FOW, or command posts that buffed nearby allies and came with its own ability suite such as artillery strikes and recon planes.

These types of abilities allowed players to change their playstyle and adapt their strategy. It allowed them to employ heavily defensive tactics and focus on making strong counter-attacks to achieve victory. They also help define faction designs and combatant roles. Lastly, they could turn the tide of battle in a big way. A massive, powerful tank that has a player outgunned hitting a heavy mine right before it destroys their forces is now immobilized and be easily picked off, allowing the player to make a big comeback. There is a reason why one of the COH’s community favourite sayings is “mines win games”.

Combat System


Company of Heroes 3’s combat system was designed to focus primarily around combatant positioning and variety, ability usage, armour system, a degree of randomness (accuracy, penetration chances, etc.), and a mix of hard and soft-counters. Although hard counters exist, these combatants are still vulnerable if not used correctly, even from the target they are meant to counter. For example, anti-tank guns can destroy vehicles and tanks in seconds. However, because anti-tank guns can only fire within a limited arc, are slow to reposition and move, can’t fire on the move, and have a short pack-up time where they are unresponsive to player commands, those same vehicles and tanks they are meant to destroy can flank or out maneuver them if they are caught out of position and / or unsupported by other combatants to cover their flanks.

This is why positioning is so important in COH3’s combat system’s design. Even when a player has their opponent outgunned, it does not guarantee victory. Through clever tactics, maneuvering, and positioning of combatants, a player can use mechanics such as cover, garrisons, and fog of war to their advantage and defeat a stronger force. Synchronized with well timed ability usage and combined arms tactics, a player can fight back from the verge of defeat to victory. There are no silver bullets in COH3’s combat system’s design and instead was created to make it so the player must be able to predict, react, and adapt their strategy and tactics at any give moment throughout a battle.

To help empower the player, the design team ensured that for every challenge, the player was given multiple choices in how to solve the problem they’re presented with that best fits their chosen tactics and strategy. Offering multiple tools to solve each problems through a diverse range of combatants, abilities, and upgrades helped achieve the design goals of creating emergent gameplay, replayability, and strategic diversity.

Combatants


As a real-time strategy game with four distinct, asymmetric factions, Company of Heroes 3 has a lot of combatants. Each faction contained a minimum of 15 unique combatants with an additional 2 – 4 “call-in” combatants available through the Battlegroup system. This presented myself and the gameplay team with significant challenges in making sure each combatant was unique with a distinct profile and role, tactical and/or strategic purpose, and was overall fun and useful for the player. To achieve this, the gameplay team took a top-down approach in combatant design, using each faction’s goals, needs, and theme to determine the direction and requirements of each combatant.

Each combatant in Company of Heroes 3 is designed to be both a tool for the player and a challenge or problem to solve in the case of enemy combatants. Each combatant is designed with distinct strengths and weaknesses that can be used to a player’s advantage but can also be exploited by their opponent. For example, heavy machine gun teams are great crowd control weapons, being able to suppress and pin large groups of enemy infantry, but are also semi-static, slow to reposition, can’t fire on the move, making them vulnerable to artillery, snipers, flanks, and vehicles. It is intended that a player must be mindful of each combatant’s strength and weaknesses so they may use, fight, and support each combatant appropriately.

Archetypes


To achieve a high level of diversity in combatants, tactics, and strategy, Company of Heroes 3 uses four primary combatant archetypes: Infantry, Weapon Teams, Armoured Vehicles, and Tanks. Each archetype also contains various sub-classes such as support, assault, recon, anti-infantry, anti-tank, etc.. Combatants are further defined and differentiated by their weapons, stats, abilities, and upgrades.

Combatants can also change their role and swap between archetypes through upgrades and weapon unlocks. For example, a support infantry combatant can be upgraded into an assault combatant with a flamethrower weapon upgrade or a combatant with a long-range rifle can change their role into a close-quarters combatant with a weapon upgrade to a sub-machine gun that replaces their rifle. Below are some examples of high-level, combatant profiles I designed and created for Company of Heroes 3.

Infantry

Riflemen
Faction: U.S. Forces
Default Role: Generalist assault infantry, effective at close and mid-range combat
Vulnerability: Ineffective vs long-range combatants and vulnerable to vehicles
Default Abilities: Standard grenade, anti-tank grenade, garrison breach, capture speed bonus (passive)
Default Upgrades: Light-machinegun
Description: Durable, mobile, and armed with mid-range rifles and grenades, the Riflemen are an effective assault squad capable of dislodging enemy positions and capturing territory. Through weapon upgrades, veterancy bonuses, and ability unlocks, the Riflemen squad are a well rounded unit for all stages of a match.

Weapon Teams

Bofors Anti-Air Emplacement
Faction: British Forces
Default Role: Anti-air and anti-infantry
Vulnerability: Static, vulnerable to artillery and indirect fire
Default Abilities: Armour Piercing Rounds, Brace
Default Upgrades: None
Description: The 20mm Bofors anti-air gun is a static but deadly weapon that can be either towed on to the battlefield or constructed in place. Capable of firing rapid fire rounds, the 20mm gun is an extremely effective weapon at holding territory against lightly armoured vehicles, infantry, and enemy aircraft.

Armoured Vehicles

Sd.Kfz 251 Halftrack
Faction: Wehrmacht
Default Role: Support vehicle
Vulnerability: Lightly armored and armed, doesn’t serve as a direct combat role
Default Abilities: Infantry transport, mobile reinforcement
Default Upgrades: Medical Supplies or 75mm Low-Velocity Gun (disables transport and reinforce abilities)
Description: Lightly armoured and mobile, the 251 Halftrack allows players to transport and reinforce squads on the battlefield. Equipped with two unique upgrades, the 251 Halftrack can either provide frontline healing with medical supplies or provide combat support with a short-range, 75mm low-velocity gun that fires high-explosives rounds and is effective at neutralizing enemy infantry.

Tanks

Tiger Tank
Faction: Deutches Afrika Korp
Default Role: Heavy assault tank
Vulnerability: Slow moving, easy to flank and swarm
Default Abilities: Blitzkrieg, self-repair
Default Upgrades: HMG-42 Top Gunner
Description: The Tiger tank is an extremely heavy armoured vehicle capable of spearheading through defences and soaking up enemy fire from all sources. Equipped with a massive, 88mm main gun, the Tiger tank can quickly destroy anything the allied forces can throw at it, including infantry, static emplacements, and opposing tanks of all calibers.