Company of Heroes 3 Topaz Rhino (2.3.0) Patch Notes (31st March 2026)
Patch Notes Company of Heroes 3 PC

Company of Heroes 3 Topaz Rhino (2.3.0) Patch Notes (31st March 2026)

Nathan Lees
Nathan Lees
· 30 min read

Table of Contents

Company of Heroes 3's Topaz Rhino update, version 2.3.0, is live today and it's a reasonably meaty one. According to the official Steam patch notes, the update brings new maps, a refreshed main menu, loadout screen, and store experience, alongside quality of life improvements, bug fixes, and multiplayer balance changes.

The headline additions are four new cosmetic Ultimate Sets, and the UI overhaul is worth paying attention to. A cleaner store and loadout experience won't change how the game plays, but it's the kind of friction-reduction work that makes a live game feel maintained rather than abandoned. Relic also credits player feedback directly for many of the fixes included, which is the right way to communicate that relationship.

The balance changes are where most competitive players will want to focus. Multiplayer adjustments in a CoH game can shift faction matchups noticeably, so it's worth reading through the full list before queuing. Full patch notes below.


Overview

The Topaz Rhino (2.3.0) update will be available for Company of Heroes 3 today and includes new maps, a refreshed main menu, loadout, and store experience, quality of life updates, bug fixes, and multiplayer balance changes. We are also excited to introduce four new cosmetic Ultimate Sets.

Many of the fixes and changes included in today’s update are thanks to your feedback, so please continue to report any issues to us at help.relic.com.

Gameplay, UI, and Systems 

General UI & Menu Updates 

  • Refreshed the Main Menu 
  • Replaced the Store with a new layout highlighting Battlegroups and cosmetics 
  • The Loadout menu has been updated with a 3D showcase view of units and new 2D cosmetic swatches 
  • Player profile customization moved into the profile screen 
  • Expanded the Resume feature to include Multiplayer modes 
  • Made confirmation popups cancellable with Escape 
  • Multiple general tooltip fixes across the game 
  • Fixed cases where community map contributor names were not being cut off correctly 
  • Updated 9 commonly used icons 
  • Updated 42 multiplayer icons 
  • Updated the surface reflection for certain UI and Menu assets 

Matchmaking, Lobbies, & Friends List 

  • Swapping slots with an A.I. player no longer resets A.I. difficulty to Easy 
  • Fixed Steam friends not appearing in “Online Steam Friends” if not added in the game itself 
  • A.I. Takeover difficulty changed from Normal → Hard (Hard has no negative or positive modifiers and is the most “fair”) 

 

Maps 

New Maps added to all modes 

 

Égletons - (1vs1) 

Community map makers DutchToast and FoolishViceroy have lovingly restored this Company of Heroes 1 classic map. Featuring a beautiful urban commune, overlooked by a huge, exposed hilltop, players will be hard-pressed to spread their attention across the entire frontline. This map features a wide variety of gameplay elements, including garrisons, exposed roads and dominating hilltops; flexible strategies will win the day. 

Once a quiet town nestled among the hills, Égletons now stands at the crossroads of war. Its towering buildings and commanding heights define its strategic value, but its control is defined by the winding supply routes in the valleys below. 

Classic Company of Heroes community map, originally created by Cam51. 

  

Pisa Centrale - (2vs2)

The marshalling yard of Pisa was heavily bombed during 1943. Take command of the Allied forces seeking to liberate it on the ground, or the Axis forces vying to defend its ruins. This map features a vast, open railyard with exceptional sight lines, with ruined urban and industrial complexes on either side. Decide where is most valuable and lock it down - your forces will be spread too thin to hold it all. 

“Our Operations Officer sat us all down before we took Pisa. The whole city had been bombed a year earlier, in ’43 – flattened. We were about to shell what remained to dust before marching back in. “Don’t expect a parade”, he’d said.” 

Once a vital rail hub in Tuscany, Pisa’s marshalling yard became a key target for Allied air raids as forces pushed North. Bombed rail lines, shattered warehouses, and ruined streets now form a scarred battlefield. 

  

Sedjenane Marshes - (3vs3) 

Steaming cork marshes spread as far as the eye can see in this dense, tropical wilderness. Players will be able to cling to the foliage for cover, or risk the industrial complex buried at its heart, but nothing lasts forever; artillery and vehicles will clear the forests away quickly, leaving the marshes as an exposed and dangerous battlefield to contest. 

The wet, damp cork forests of Sedjenane were in stark contrast to the images British and American troops had been shown of North Africa. This vital strip of railway, connecting Mateur to Bizerte and then to Tunis, saw four months of combat. 

British and German paratroopers, both operating in ground combat roles, clashed for the first time in this humid swampland, earning the British the moniker “Red Devils”.  

 

Castello della Nebbia - (4vs4) 

Our third-place winner from 2025's Map Making Competition has finally arrived! Created by TheSphinx, this vast, autumnal landscape has much to offer: quarries, hilltop ruins, and forests aplenty. With three large areas to fight over, players will need to cover more than just their own lane - teams that can communicate and share the burden will prevail. 

The Gothic line was broken. As Axis forces began their retreat in Italy’s northernmost mountains, the Allied advance stalled. Since resources were now being stretched thin across multiple Allied zones in Western Europe, the “soft underbelly” of Italy hardened with stagnation. 

With heavy rains and snow scheduled, both forces hunkered down and braced for what was to become a brutal final Winter in Italy. 

 

Map Quality of Life Improvements 

We have been collecting feedback from our Official Discord and making changes where we felt they were most needed. Thanks again to our dedicated community for all feedback provided; please do not hesitate to leave any further feedback or issues on our maps. 

  • Unearthed a number of hidden cover objects in Campbell's Convoy and Gardens multiplayer maps. These buried objects were intercepting thrown grenades, causing them to fail to reach their target 
  • Fixed a pathfinding issue that caused vehicles to slide sideways 
  • Fixed a bug that caused vehicles to be stuck in uninterruptible trench crossing mode for longer than necessary 
  • Improved vehicle path planning around trenches 
  • (2) Road to Tunis - Improved pathfinding near the Western +10 Fuel point, where squad-splitting was common. Also created a small infantry-only path near one of the central buildings, to better enable units to retreat directly back to their HQ - previously units would be forced to run towards the enemy due to a nearby wall 
  • (2) Taranto Coastline - Western HQ area has been slightly adjusted to provide more space for construction. It was previously possible for British players to run out of space if their production buildings were poorly aligned 
  • (2) Tuscan Vineyards - Adjusted the Northernmost +5 Fuel point to be closer to the opposing player's stone wall. Units in cover against this stone wall should have vision of the entire capture area. This now mirrors the cover and vision provided by the +5 Fuel point on the opposite side of the map 
  • (4) Alamein - The atmosphere transition added in a previous update was unintentionally causing the sun to arc 150 degrees instead of the intended 30 degrees (which was causing the light level to increase dramatically and decrease again by late-game). The new transition will be slow, gradual and the map will only increase in brightness 
  • (4) Santuario - Removed a wooden fence near the Northern supply area. This fence was preventing units from using heavy cover nearby and was causing cover to be unbalanced in this area 
  • (4) Operation Eindhoven - This map featured four "safe" Fuel points, which were difficult to take away from the enemy once they were captured in the early game. This prevented Fuel income from changing much during most matches. One of the safe +5 Fuel points for each team has been swapped into unsafe positions, replacing +5 Munitions points. This should enable players to be more aggressive on this map, and provide more varied Fuel income 
  • (4) Elst Outskirts - Created a hole in the wall near the Southeastern +10 Fuel, to better enable the defending player to reach it. Comparatively, the Northwestern +10 point has been moved slightly to better balance the time for each defender to reach these points. Also added additional cover to a warehouse building, helping force units to use the safest door available to them. A large wooden fence has also been removed near the Western +10 Fuel point and replaced with a permanent, light-cover ditch to improve pathfinding and late-game cover in this location 
  • (4) Semois - Added additional map entry points behind the player's HQs. This will improve the arrival time for units deployed via Battlegroups 
  • (6) Catania Crossing - Removed a rock that was tall enough to block sight and shots, but was blocking neither 
  • (8) Powderkeg - Adjusted the position of two civilians, who were leaving impasse after they retreated. This was creating significant cover issues near the map center and was preventing large squads from taking cover in some cases 
  • (8) Sousse Stronghold - Updated map lighting for better unit visibility (especially at night) 
  • (8) Winter Line - Removed several hidden blockers that were preventing units from seeing each other  

Cosmetics 

NOTE: As our team rolls out this update, you may see some inconsistencies, missing items, or bugs in the Store and Loadout menus relating to cosmetics. This is to be expected as we update these features via the server, and we begin our mass-granting process of cosmetics for eligible players. The mass-granting process may take up to 2-3 days. Certain cosmetic sets will not be visible until this process is complete. Thanks for your patience as we get everything up and running!

New Cosmetic Content 

  • US Forces Sand and Sky Ultimate Set 
  • Wehrmacht Hinterhalt Elite Ultimate Set 
  • British Forces Desert Defenders Ultimate Set 
  • Deutsches Afrikakorps Stalkers Ultimate Set 
  • Corresponding Resource Point cosmetic sets for all four factions 

Cosmetic Fixes 

  • Missing icon for the British Forces Bishop Night Fighters 
  • Fixed camo issues for:  
    • Wirbelwind side skirts 
    • Wehrmacht HQ Night Fighter upgrade 
    • US Forces M8 Greyhound side skirts 
    • Wehrmacht Scout Car antenna 
  • Added infantry & team weapon cosmetics to US Forces Board Room and British Forces Nature’s Vanguard sets 
  • Rare sets now correctly applied to all units across factions 

 

Units, Abilities & Combat Fixes 

General Unit Behavior 

  • Fixed engineers sometimes losing their weapon and getting stuck with their construction tools when building emplacements 
  • Infantry in vehicle holds now correctly swap firing positions 
  • Vehicles no longer stuck in trench‑crossing mode 
  • Vehicles no longer rotate toward edge‑of‑vision units unnecessarily 
  • Team weapons no longer tear down mid‑attack when switching targets improperly during attack move commands 
  • Goliaths now grant a small amount of experience to their attacker when destroyed 
  • Doors on buildings now close properly after unloading 
  • Infantry flamethrowers now deal consistent bonus damage to units behind cover 

A.I. Improvements 

We have implemented several changes to computer controlled A.I. unit behavior to make them more consistent, believable, and deadly. These changes will affect Campaign Skirmishes, Solo and Co-op vs A.I., and any multiplayer or custom game.  

 

Artillery and Anti-Tank Guns 

  • A.I. will now consistently target appropriate units for these two unit types 
  • Anti-tank guns will be less likely to idle near owned capture points and instead actively target vehicles when possible 
  • Mortars and Anti-tank guns will retreat when targeted by infantry significantly earlier than before 
  • Anti-tank guns will retreat when they have no appropriate targets and are under fire 
  • Anti-tank guns will prefer structure targets over infantry targets 
     

Infantry Combat 

  • Infantry will avoid moving actively during combat unless designated to advance or fallback 
  • Infantry will more often focus fire instead of looking for cover when too close to a target 
  • Grenade avoidance is more likely 
  • Increased Squad Ability Usage 
  • Garrison behaviors improved - units are more likely to garrison and stay garrisoned under the right conditions 

 

Vehicle Combat 

  • Casemate vehicles are less likely to kite during combat 
  • Casemate vehicles are less likely to change targets during combat to avoid the need to turn as much as possible 
  • Increased Vehicle Ability Usage 

 

Team Weapon Combat 

  • Resiege bug when arriving in combat resolved 
  • A.I. will no longer view un-setup team weapons as threats when determining likelihood to win a fight or areas to avoid combat 
  • Team weapons will retreat earlier in combat when flanked if they do not have valid targets 
  • A.I. will more effectively flank setup team weapons and will focus fire instead of searching for cover after completing a flank 

 
 
General A.I. Improvements 

  • Tank Riding bugs resolved – A.I. will no longer get stuck at their destination when no threats are present while tank riding 
  • Recrew behaviors improved – A.I. is more likely to recrew dropped team weapons and recrew with larger groups of units 
  • Capture Patterns changed – A.I. is more likely to stay in its lane when capturing in team games 
  • Added new harassment behavior for light armor - this gives early vehicles like the Dingo targets for the A.I. that do not involve assisting other allied Infantry 
  • A.I. Takeover difficulty switched from Normal -> Hard
    • Hard A.I. has no positive or negative resource/health modifiers – so it is now the most “fair” difficulty 
  • Abilities launched by the A.I. no longer have heat seeking properties in most cases 

 

Multiplayer Balance Changes 

 

General 

Victory Points 

Victory Point matches have been extended (though will still be faster than matches in CoH2), increasing overall game length and allowing for more strategic gameplay – this should reduce the impact of snowball and tempo strategies, while improving late game build variety – providing more opportunities for heavy tanks to make an impact – and increasing the chance for comebacks 

  • To increase game length, we are experimenting with increasing the total number of Victory Points each team has to make controlling Victory Points in the early game important 
  • Quick Match Victory Points amount increased from 500 to 575 

Hidden Demolition Charges 

We wanted to give more counterplay against these powerful traps that could often immediately destroy individual squads without warning, while still allowing them to differ from the standard demolition charge.  

  • Gives a Grenade warning to infantry within a 20-meter radius 
  • Gives an event cue when triggered but cannot be camera panned by clicking/hot keying to the event 
  • Hidden Demolition charges have a 3.5 second detonation time before triggering 
  • Hidden Demolition charge cost reduced from 75 to 50 

Anti-air Changes 

Anti-aircraft units have been difficult to balance, which has resulted in many plane-based abilities being ineffective. Due to how the system functions, anti-aircraft units need to be capable of quickly intercepting aircraft to prevent their payloads from being dropped, but it created situations where AA could completely lock out sections of the map by being in the area. 

We are making significant changes to how mobile anti-aircraft units function, requiring players to micro their anti-aircraft units and give the opponent greater counterplay opportunities in disabling anti-air units for a short period of time. 

  • Anti-air Stance causes units under the effect to be unable to move and fire on ground targets 
  • Units cannot use attack ground commands while Anti-air Stance is active 
  • Anti-air Stance increases anti-aircraft range by x3 when active 
  • Anti-air weapon default anti-aircraft range reduced from x6 to x2 across all mobile anti-aircraft weapons  
  • Ability cannot be toggled off for 5 seconds once triggered. 30 second recharge when toggled off 
  • 2cm Anti-Aircraft Gun and Flak 88mm cannot use veteran abilities while this mode is active 
  • Anti-air emplacements have x6 range against aircraft by default, but lose the Anti-air Stance ability 

Detectors 

Detector units were ineffective, often being unable to find camouflaged units before they were fired upon or hit by certain abilities. Furthermore, most units re-camouflage too quickly after leaving detection range. To address this issue, detection range will now match the standard engagement range of infantry. 

For the Axis factions, detectors were also too plentiful, being on starting engineering units that were cheap to field. Players will now need to upgrade their Pioneers with sweeper packages before they can act as a detector unit. 

  • Pioneers no longer have detection by default. Hazard Removal Package provides detection to the unit 
  • Panzerpioneers no longer have detection by default. Advanced Repair Kit provides detection to the unit 
  • Base detection range set to 35 for existing detector units 
  • Recce Package detection range increased to 35 
  • Units detected by detectors remain revealed for 10 seconds 
  • Units that are upgraded gain the Detector tag on their unit selection card 

Salvage 

We are significantly increasing the time it takes to salvage wrecks and reducing the rewards given to the player as salvage could be too effective in mid-late game scenarios where there were many wrecks laying around. 

  • Salvage rate changed from 15 to 8  
  • Light vehicle wrecks require 13.75 seconds to salvage, medium wrecks need 27.5 second
  • Rate of return lowered: manpower reduced from 30% to 25%, fuel reduced from 25% to 20% 

Towed Heavy Anti-tank Guns - 17-pounder, M5 3-inch, Flak 36  

Towed anti-tank guns are too mobile and effective. These long-range, high damage units are able to quickly set-up and engage targets while being difficult to take out as they could be re-attached to their truck once teardown was completed and were hard to outmaneuver with their fast rotation rates. We are making a large number of changes to make these weapons less efficient and more difficult to reposition when outmaneuvered. 

We have also lowered the range on the non-Battlegroup version of these units, making them easier to avoid and reducing how far these units can hit vehicles from off-screen. 

  • Rotation rate lowered from 100 to 55 for all heavy guns 
  • Set up time increased from 2 to 3 
  • Teardown time increased from 1.75 to 2.25 
  • Flak 36 now requires both a set-up and teardown time 
  • Cost increased to 400 manpower and 60 fuel 
  • No longer provides heavy cover 
  • Range reduced from 75 to 70 for the Flak 36 
  • Range reduced from 80 to 75 for the 17-pounder 

Heavy Tank Cost Reduction 

We are further increasing the cost discount provided by tech for heavy tanks. Combined with the increase in victory points, this change should improve their usage, especially in team games. 

  • Heavy tank cost reduction increased from 20 to 25% 

Light Artillery - Pack Howitzer, le.IG 18 

We are increasing the minimum angle and lowering the projectile speed of light artillery units to make it easier to avoid their projectiles. This will make these units less oppressive with a focus on reducing their projectile speeds when there is a clear line of fire to the target. 

  • Projectile speed reduced from 65 to 55 
  • Projectile minimum low angle increased from 5 to 15 

 

GrB 39 Grenade Launcher 

We are reducing the damage output of the grenade launcher to make these weapons less oppressive against units in cover as the grenade launcher allows the user to remain at a safe distance compared to flamethrowers. 

  • No longer deals bonus damage to units in light or heavy cover 
  • Bonus damage against units in garrisons reduced from 50% to 33% 
  • Area of effect near damage reduced from 100% to 75% 
  • Area of effect near distance reduced from 50% to 15% 

Recrew Team Weapon 

  • Cannot be used if the unit is in combat 

Grenades 

We are improving the damage drop-off of basic Axis grenades to be more in-line with other throwables, while still retaining a lower kill radius and higher cost. Rifle grenades have also had their minimum range slightly increased to make it harder to use at close range. 

  • Panzergrenadier, Fallschirmjager, Kriegsmarine and Grenadier Stick grenades far distance increased from 1.5 to 3  
  • Rifle grenade minimum range increased from 12.5 to 15 

Satchel Charges - Fallschirmpioneers and Paratroopers 

As a measure to prevent paradropped units from immediately neutralizing static structures, satchels will now start on a cooldown when the unit is dropped in. 

  • Satchel Charges start on cooldown when the unit is deployed 

US Forces 

Survival Training 

The recent changes made to the US economy allows us to reduce the costs of certain Infantry Support Center upgrades that are now too costly overall. 

  • Fuel cost reduced from 60 to 40 

Advanced Logistics 

  • Fuel cost lowered from 70 to 60 

Air Support Center 

We want the Air Support Center to be able to impact a player’s forces in some way that is not reliant on usage of the airstrike abilities. To facilitate this, the structure will now increase munitions income by a small amount.  

  • Grants +5 passive munitions income to the player after the structure is fully constructed. 

M1 57mm Anti-tank Gun Team 

The veterancy abilities of the US anti-tank gun have been reworked with Brace being replaced by Quick Adjust, an ability focused on mobility, while Focused Vision has been returned to a timed ability with greater vision being provided. 

  • Brace replaced with Quick Adjust - Grants +30% teardown speed and +50% rotation rate for 10 seconds 
  • Focused Vision changed back to a timed ability - Grants + 25 vision range and narrows vision drastically on the sides by 87.5% for 15 seconds. Can be triggered even if the weapon is not set-up, but vision changes only occur when set-up 

M4A1 Sherman Medium Tank 

  • Keep Them Firing speed! debuff lowered from 33% to 15% 

M18 Hellcat Tank Destroyer 

To make the M18 Hellcat more potent as a tank destroyer without directly increasing its firepower, we are allowing the unit to have 50 range if it remains stationary after a delay. This allows the Hellcat to be stronger for defense or when combined with spotters, while preventing it from becoming oppressive through its speed and mobility if it had the increased range by default. 

  • Manpower cost reduced from 320 to 300 
  • Fuel cost increased from 70 to 80 
  • Open-Topped grants +5 range. Activates after 3 seconds when stationary. Vision bonus removed 
  • Shoot and Scoot grants +25% rotation rate in addition to current bonuses 
  • Shoot and Scoot only triggers once the Open-Topped effect is in effect 

Pathfinders and Artillery Observers Squads 

Changes made through recent patches have made the Scout variants fall out of favor, with the units being weaker and the Axis early game becoming stronger. We are pulling back some of the nerfs made to these units. 

  • Reinforce time reduced from 7.5 to 6 
  • Reinforce cost reduced from 32 to 28 
  • Build time reduced from 33 to 30 
  • Experience requirements reduced from 950/2850/5700 to 900/2700/5400 

 
Armored Battlegroup 

Fast Deploy 

  • Command Point cost increased from 1 to 2 

 
Special Operations Battlegroup 

M4A1 Sherman Whizbang 

The following change is meant to make the M4A1 Sherman Whizbang more vulnerable when attacked by enemy units and reduce its general mobility on the battlefield. 

  • Now has a 10 second delay before the unit will jettison its launcher once the ability has been triggered - Whizbang cannot barrage when jettisoning the launcher 
  • Speed reduced from 5.5 to 4.25 

 
Advanced Infantry Battlegroup 

M2A1 105mm Howitzer Emplacement 

A number of emplaced artillery units are having their damage penalty against defensive structures removed as their scatter at long-range made them unreliable and they were unable to move forward to get more accurate hits.  

The US 105mm is also gaining improvements to its area of effect damage and scatter to make it a more reliable artillery piece, while reducing the potency of its more powerful abilities. 

  • Artillery Support bonuses changed from +40% speed, 50% reduced suppression and 20% harder to hit for 45 seconds to 15% speed and 15% harder to hit for 45 seconds 
  • No longer has damage penalties against bunkers or emplacements; Artillery Resistance passive still applies normally 
  • Area of effect distance increased from 1/1.5/6 to 1/2/7 
  • Area of effect far damage increased from 15% to 20% 
  • Angle scatter tightened from 7.5 to 6.5 
  • Auto-fire reload increased from 3.25 to 5.25 
  • Auto-fire angle scatter increased from 4 to 8.5 

 
Heavy Weapons Battlegroup 

Halftrack Strong Points 

  • Aura radius increased from 20 to 25 
  • Vision bonus increased from 5 to 10 

 
Italian Partisan Battlegroup 

Resistance Fighters 

  • Beretta SMG near accuracy increased from 0.61 to 0.64 

 

Wehrmacht 

221 Armored Car 

The Wehrmacht’s light vehicles experience requirements were too low, allowing them to gain veterancy quickly. This change brings them in-line with units of their combat performance. 

  • Experience requirements increased from 800/2400/4800 to 900/2700/5400 

251 Armored Personnel Carrier and Variants 

  • Experience requirements increased from 600/1800/3600 to 900/2700/5400 

StuG III G Assault Gun 

The following change is meant to increase the lethality of the Point-Blank Blast ability, at the cost of a shorter duration. 

  • Point-Blank blast reload sped up from 4/4 to 2/2.4 
  • Point-Blank blast duration reduced from 20 to 15 

Sturmpanzer IV Brummbar 

This will slightly slow down the projectile of the Brummbar to be on-par with the Centaur and the Sherman Dozer as the current projectile is too fast and is incapable of being dodged by infantry. 

  • Brummbar projectile low non-collide angle has been increased from -90 to 10 

Nebelwerfer 42 

The High-Explosive Barrage has had its damage drop-off increased to make near direct hits more lethal as the ability was a little weak despite its munitions cost. 

  • High-explosive area of effect distance increased from 0/1.75/6 to 0.5/2/6 

Breakthrough Battlegroup 

Rapid Production 

  • Command Point cost increased from 1 to 2 

 
Blitzkrieg 

This change is meant to reduce the survivability of vehicles under this effect, with players needing to focus on using the speed and rotation bonus to avoid enemies, rather than having a chance for enemy rounds to miss. 

  • Received accuracy bonus removed for 25% rotation rate 

 
Mechanized Battlegroup 

Panther Heavy Tank  

The large number of call-ins within Mechanized allows the player to maintain pressure on the opponent and have all the tools they need to counter the opponent without tech. For this reason, the Panther is becoming a dedicated production unit, requiring players to tech to get mobile anti-tank options. 

  • Call-in variant of the ability removed 

Stosstruppen StG Package 

  • Munition cost reduced to 0 

 
Italian Coastal Battlegroup 

Coastal Reserves 

With the recent changes to casualty collection, Coastals could recover too much manpower over the course of the game. To address this issue, we have increased the time it takes to trigger Reserve Pool and slightly increased their manpower cost. 

  • Reserve Pool time to generate reinforcements increased from 40 to 60 
  • Manpower cost increased from 240 to 260 

Bulwark 

Bulwark could make bunkers too difficult to destroy if constant pressure was not applied, especially with dedicated artillery units that needed to recharge after barrages. To address this issue, we are increasing the delay before healing occurs and the rate that health is restored. 

  • Now requires the bunker to be out of combat for 10 seconds before healing occurs 
  • Healing rate reduced from 4 to 3 health per second 

 

Obice 210 da 210/22  

  • No longer has penalties against emplacements and bunkers; Artillery Resistance passive still applies normally 

 
Terror Battlegroup 

Jericho Trumpets 

  • Speed debuff reduced from 35% to 25% 

Terror Propaganda Warfare 

  • Munition cost decreased from 110 to 100 

 
Last Stand Battlegroup 

Sturmpioneer Squad 

  • Population increased from 5 to 6 
  • Manpower cost increased from 200 to 210 
  • Manpower conversion upgrade cost increased from 75 to 85 

Pantherturm Emplacement 

  • Manpower cost reduced from 240 to 200 

Scavenge Doctrine 

  • Scavenge Crate buff duration increased from 15 to 25 

 

British Forces 

Company Command Post Refit and Rearm 

Changes have been made to Refitting British vehicles, preventing players from retiring light vehicles and then deploying a tank immediately afterwards. We have also reduced the amount of resources refunded by the truck that spawns with the 17-pounder to make refitting it much less efficient. 

  • No longer can be used on light vehicles 
  • Recharge time decreased from 120 to 60 seconds 

 

17-pounder CWT Truck 

  • Can now only be refunded for 100 manpower and 10 fuel unless upgraded to a variant 
  • Has no canvas on the back to differentiate itself from the standard CWT truck 

Infantry Section 

  • Bren Light Machine Gun munition cost reduced from 100 to 90 

Bishop 

We have reworked the Direct-Fire ability to be a shorter-range barrage ability that can quickly fire a small series of shells at the target position but has a high likelihood to collide with intervening obstacles. 

  • Direct-Fire reworked: Now targets a position and quickly fires a 3-shell barrage at a low arc at the target zone. More likely to collide with obstacles and has 50% less barrage range but has much faster shell speed and better scatter accuracy. Costs 35 munitions. 

M3 Grant Medium Tank 

We are slightly toning down the amount of firepower of the Grant’s Veterancy 1 ability due to the extreme power it gives this unit. 

  • Steady Assault reload bonus changed from 50% to 30% 
  • Steady Assault now uses Overall Attack speed 

BL 5.5 Artillery Emplacement 

  • Area of effect distance mid increased from 3 to 3.25 
  • Area of effect mid damage increased from 30% to 35% 
  • No longer has damage penalties against bunkers or emplacements; Artillery Resistance passive still applies normally 

Perimeter Monitor 

  • Perimeter Monitor has been updated to be more responsive in its tracking, dropping shorter, but faster barrages on the target, allowing the ability to keep pressure on the enemy within vision range. 
    • Munition cost reduced from 225 to 200 
  • Artillery batteries that track during the overwatch are now staggered:
    • Artillery 1: No delay 
    • Artillery 2: 1.5 second delay 
    • Artillery 3: 3 second delay 
  • Delay between barrages reduced from 4 to 1.6725  
  • Rate of Fire increased significantly:
    • Non-upgraded version sped up from 4 to 3.25 
    • Saturation Barrage sped up to around 1.75  
  • Shell count reduced:
    • Non-upgraded version lowered from 3 to 2 
    • Saturation Barrage version lowered from 4 to 3 

 
Canadian Shock Battlegroup 

 Burnout 

  • Munition cost reduced from 70 to 60 

PIAT 

  • Critical Shot Ability range increased from 20 to 25 
  • Now deals x2 damage to destructible obstacles 

Attacking Spirit 

Attacking Spirit is having its Command Point cost increased to make the ability less impactful in the early game where early healing can allow a player to snowball their advantage. 

  • Command Point cost increased from 1 to 2 

Demolition Engineers 

  • Command Point cost reduced from 3 to 2 

Churchill Crocodile Heavy Tank 

The following change makes it harder to stall for the Crocodile in smaller game modes, following the same rule as other heavy tanks due to its strong anti-infantry performance and ability to ward away lighter vehicles. 

  • Cost increased from 600/180 to 780/210 
  • Now benefits from the heavy tank discount once the final production structure is built 

 
Polish Cavalry Battlegroup 

Recon Mission 

  • Cooldown increased from 60 seconds to 120 seconds 

Sherman VC Firefly Tank Destroyer 

To emphasize the Firefly’s role as a premium tank destroyer, we are increasing its weapon range, while maintaining the unit’s slow rate of fire and poor movement speed. 

  • Range increased from 45 to 50 
  • Armor-Piercing Discarding Round ability range increased from 50 to 55 

Land Mattress Team 

  • Fuel cost reduced from 50 to 40 

 
Australian Defense Battlegroup 

Over Repair 

  • Set-up time reduced from 20 to 15 seconds 

 
Air and Sea Battlegroup 

Commandos 

  • Near accuracy increased from 0.55 to 0.58 

 

Deutches Afrikakorps 

Emergency Repair Kits 

The first vehicle health upgrade in the Armory was too powerful due to its impact on breakpoints and relatively low cost. This led to the upgrade having a high pick rate over the options. 

To create a better gameplay experience, health is now exclusive to a final tier Armory upgrade focusing on the upgrade’s role as an auto-repair tool that reduces the downtime of infantry. 

  • No longer increases health 
  • Repair rate increased from 6 to 8 

2.5 Tonne Truck and Medical Variant 

The bonus provided by Field Supplies made massed Afrikakorps infantry too powerful. We have reworked the ability to focus on battlefield sustainment and independence from vehicles, rather than combat power. 

With the removal of health bonuses from Emergency Repair Kits and the adjustment made to Field Supplies, we increased the health of the medical variant for increased durability. 

  • Field Supplies Veterancy 1 ability changed to allow healing and Combined Arms when the unit enters/leaves the truck's aura. Lasts for 60-seconds once the unit leaves the aura. Other bonuses removed. Healing is paused while the unit is in combat. Combined Arms bonus only applies to units that can receive the bonus. 
  • Experience requirements reduced from 1000/3000/6000 to 750/2250/4500 
  • Health increased from 160 to 200 for the medical variant 

250/9 Halftrack 

The 250/9 will now require fuel, rather than munitions. This change is meant to delay tech and vehicle timings, slowing down how quickly the Afrikakorps can build a large number of armored vehicles that were difficult for early game infantry to deal with. 

  • Upgrade cost changed from 60 munitions to 20 fuel 

Flakvierling Halftrack 

The following change is meant to reduce the raw effectiveness of the flak halftrack against units in cover as its previous set-up allowed it to always land hits on larger squads.  

While still capable of suppressing units in heavy cover, infantry will be able to stall out in heavy cover for a significantly longer period of time without taking extreme amounts of damage based on their squad size. 

  • Accuracy increased from 0.44/0.42/0.36 to 0.68/0.62/0.58 
  • Incremental accuracy removed 
  • Angle scatter increased from 3 to 6.5 

Panzer Armee Kommand 

With the recent changes to the Armory, the Afrikakorps had a too much manpower compared to the other factions. To delay their transition to late game vehicles, the manpower cost has been increased on their final tech structure. 

  • Manpower cost increased from 200 to 300 

8Rad Armored Car 

The 8rad is ineffective against infantry at long-range, despite being a dedicated specialist that is lightly armored and has to compete with the Flakvierling or the StuG D. To address this issue, we are giving back its long-range firepower on the autocannon, allowing it to be lethal at maximum range while overall damage-per-second remains the same at and below 35 meters. 

  • Autocannon far accuracy increased from 0.18 to 0.36 
  • Coaxial machine gun far accuracy reduced from 0.52 to 0.37 

StuG III G and D Assault Guns 

  • Experience requirements set to 1300/3900/7800 

 
Italian Combined Arms Battlegroup 

Semovente da 75/18 Assault Gun 

The following change to the Semovente will allow the unit to arrive earlier onto the battlefield without needing to sacrifice the upgrades required for Bersaglieri to function in mid to late game scenarios. 

  • Rotation rate increased from 35 to 40 
  • Is now constructed from the HQ after Fire Support Elements or the Mechanized Kompanie are constructed/researched 
  • Experience requirements reduced from 1800/5400/10800 to 1300/3900/7800 
  • Command Point cost reduced from 3 to 1 

Carro Armato M13/40 Light Tank 

  • Armor-Piercing Round munition cost reduced from 45 to 35 
  • Command Point requirement increased from 1 to 3 

Italian Combined Arms Strafing Run 

  • Command Point requirement increased from 1 to 3 

 
Italian Infantry Battlegroup 

L6/40 Light Tank 

We are increasing the L6’s effectiveness and lowering its cost to bring it in-line with its current performance. The L6’s autocannon will still be primarily an anti-vehicle unit with the flamethrower being the primary option against infantry. 

  • Fuel cost reduced from 40 to 35 
  • Autocannon wind-down reduced from 0.375 to 0.125 
  • Reload sped up from 2.8/3.1 to 1.75/2 
  • Rounds before requiring a reload decreased from 12 to 8 

Cannone da 105/28 Howitzer 

Because of the towed nature of the Cannone, it is difficult to destroy and able to pressure base sectors on smaller maps due to its range. To retain its range as an artillery piece, we are removing its ability to barrage from the base sector and weakening some of its auto-fire capability to be less oppressive. 

  • Auto-fire ready aim time increased from 1 to 1.5/1.75 
  • Auto-fire reload increased from 8.75 to 10.75 
  • Auto-fire angle scatter increased from 6 to 8.5 
  • Can no longer barrage if the unit is in the HQ sector 
  • Setup time increased from 1.5 to 2 
  • Teardown time increased from 1.5 to 2.25 
  • Rotation rate reduced from 100 to 50 
  • No longer provides heavy cover 

  

Panzerjager Kommand Battlegroup 

Butterfly Bomb Drop 

  • This change allows units to attack the butterfly bombs sooner after they reach the ground. 
  • Landing sequence from 4 to 0 
  • Delay before the mine activates and cloaks from 3.5 to 7.5 seconds 

 
Armored Support Battlegroup 

Veteran Gunners 

This change is meant to tone down some of the passive power of this early game pick. 

  • Penetration bonus reduced from 30% to 20% 

Panzer IV Command Tank 

  • Fuel cost reduced from 90 to 80 

 
Kriegsmarine Battlegroup 

Hardpoint 

This lowers the anti-air damage of the Hardpoint due to its current cost effectiveness whereas other AA emplacements require manpower and fuel. 

  • Flak anti-air damage reduced from +300% to +100% 

Fritz X Guided Bomb 

  • Initial speed duration increased by 1 second 
  • 2nd speed duration reduced by 0.5 
  • Munition cost decreased from 175 to 150 

 

 

Bug Fixes 

Abilities 

  • No Man Left Behind cannot trigger during Range‑In 
  • Spy Network is only castable within an active structure providing Tunnel Influence; previously you could trigger the ability, but then lose the vision as the influence was not yet active during Tunnel construction 
  • Burnout ability no longer targetable through Fog of War 
  • Fixed an issue where Crew Shock Tactics could affect infantry 
  • Captain’s Flanking Maneuver now properly applies to certain units that could camouflage 
  • Several abilities no longer trigger placed mines inappropriately 
  • Field Supplies aura reticule no longer flickers when in combat 
  • Flare duration corrected to 15 seconds 
  • Auto-built Field Infirmaries and caches from Air and Sea can now be built on Mechanized Support Center‑marked points 
  • Multiple rifle grenade muzzle FX and trails restored 

 

Artillery, Anti-Tank Guns & Team Weapons 

  • Land Mattress rate‑of‑fire modifiers now properly applied 
  • M5 3-Inch Anti-Tank Gun veterancy tooltip corrected 
  • Brummbär projectile FX fixed 
  • Marksman Team Observe Area UI reticule removed 

 

Vehicles & Miscellaneous Fixes 

  • Borgward Wanze no longer deals unintended extra damage at Veterancy 2 
  • Borgward explosive charge no longer vanishes on deployment 
  • Archer XP requirement corrected to 1800/5400/10800 
  • Halftrack population tooltip fixed 
  • Halftrack fortify position no longer requires territory 
  • Forward Repair Station Engineers no longer keep repairing structures when in-combat 
  • Nebelwerfer Overwatch no longer targets Forward Repair Engineers 
  • Units on bridges properly die when a bridge is destroyed 
  • Marksman Team “Observe Area” reticule removed 
  • Healing and Repair structures now correctly show their healing radius when selected 
     

Stability 

  • Fixed a crash when loading a saved skirmish 
  • Fixed an Essence Editor crash on right‑click in Asset Explorer 
  • Smoke grenades no longer double-trigger SFX 
  • Fixed several cases of ability behavior triggering incorrectly 
  • Fixed multiple cosmetic and animation issues across factions 

 

High Priority Known Issues  

The team at Relic is constantly reviewing issues reported by the community and adjusting priorities to address the most frequently occurring issues. These are some of the higher priority issues we are currently tracking for our upcoming patches. Thank you for all your submissions to help.relic.com

  • Players may stall or freeze before reaching the main menu 
  • The tooltip for Armor Piercing Rounds is displaying the wrong percentage for penetration 
  • In rare instances, Steam achievements may not unlock correctly after completing their requirements 
  • Partisan units can spawn in the Fighting Nest but cannot be teleported into it using a tunnel hideout 
  • Recon scan from vehicles can cause FPS drops 
  • Matchmaking cancel button continues to show for a few seconds after a match is found but is no longer functional 
  • Camouflaged infantry may not always attack enemies that are behind them 
  • If a Paratrooper squad is hit by a stun grenade right after landing the debuff may persist on retreat 
  • A vehicle marked from by the US Forces Mark Vehicle ability can activate friendly mines 
  • Towing - Reverse orders may break when unloading a garrisoned unit from the hold at the same time 
  • There is a chance that two A.I. players can rebuild buildings on the same location despite protections to prevent overlaps 
  • Whermacht HQ medical station upgrade may still be active when the HQ is destroyed 
  • BL5.5 - When 5.5-inch artillery with Veterancy 3 is selected with 3 other 5.5 inch artillery with Veterancy 0-2, the barrage button disappears 
  • A.I. Panzergrenadier Squad does not use the panzerfaust in Campaign or Mission Select 
  • Repair sandbag animation is using the repair building/vehicle animation 
  • Match Stats - When using random starting locations, the player's name colors may be swap if the match is restarted 
  • Resistance Fighter Squad Veterancy Rewards missing “Veteran Ability” at Veterancy Level 1 
  • Units that gain bonus health from veterancy or upgrades such as side skirts can remain alive at exactly 0 health instead of being destroyed 
  • M18 Hellcat Tank Destroyer missing notification and audio cue for added Heavy Machine Gun during heavy action 
  • Fallschirmpioneer Squad grenade launcher fires upward and has delayed impact 
  • Machine gun firing arc scope changes size between setup and completion 
  • Team weapons will explode if crew gets reduced to 1 model at the same time it is towed 
  • Flack 30 Anti Air attack and damaging aircraft will cause infantry under the aircraft to take damage 
  • Using abilities on bridges causes target reticle to be misplaced and ability mistargeted 
  • Wehrmacht Medical bunker prevents Annihilation victory 
  • Sangro River Crossing - If player is on Team 2 spot 3, auto placing HQ buildings can cause the player to run out of room 
  • Units cannot be group selected during paradrop reinforcement animation 
  • Artillery abilities used by A.I. in Co-op may follow player units outside of the designated area, such as the Underground Detonation 
  • Discord stream shows black screen or “Stream is paused” when streaming Company of Heroes 3 – this is likely a bug with Discord’s software and not CoH3 
  • Bofors Emplacement does not shoot enemies when re-crewed by Wehrmacht forces 
  • When a 250/3 Funkpanzerwagen starts deploying Goliath Demolition Vehicles, the yellow meter is visible to the enemy team 
  • When fast disembarking units from the 250 and attempting to reverse, the vehicle may ignore the command 
  • Tank Buster's Anti-Tank Grenade Assault does not always activate while under the effect of Concealment or function on vehicles while in cover 
  • Pillage may also grant resources from vehicle and artillery kills 
  • We are investigating an issue where players may be unable to complete the Winter Line mission in either Mission Select or via the Campaign 
  • “High Velocity” Daily Challenge does not complete after fulfilling requirements 
  • When the LG40 gets destroyed the voice over mentions the Obice 
  • Panzerjäger Squad - Panzerschreck upgrade fails to fire if the upgrade completes while the unit is embarked in a 250 Light Carrier during combat 
  • Scrollable UI components created with the SCAR function UI_AddChild are no longer able to receive mouse scroll wheel input 
  • Engineers will become stuck in mine laying animation when repairing and capturing a destroyed Emplacement 
  • Afrikakorps Emergency Repair Kits in the Armory may not work for the 2.5 tonne utility truck, Kradshutzen, and Flampanzer III 
  • Grenadier squad merge goes on cooldown even if a full squad is targeted and nothing happens 
  • US Forces Mortar pits have a false extended range at Veterancy 2 
  • The Partisan Garrison bonus is not applied when units are within the Partisans Headquarters tunnel radius - the bonus only applies when using a Tunnel Hideout 
  • 250 light carrier has a strange reverse pathing on Aere Perennius that can cause the unit to move sideways 
  • The Great Ammo Robbery mission may not end even after the player has completed all the objectives 
  • Plunder displays incorrect resource icons during wreck salvage 
  • M6 and Teller mines fail to cause engine damage to Veterancy 1 King Tiger from the front 

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