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2.4.0 Update Patch Notes

Company of Heroes 3 · Community Announcements · May 14, 2026

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Overview 

The 2.4.0 Update will be available for Company of Heroes 3 today at 10am PT and includes 4 all-new Battlegroups as part of the Dare & Destroy DLC, 4 new base army cosmetic sets, multiplayer balance changes, and several bug and gameplay fixes. 

Many of the fixes and changes included in today’s update are thanks to your feedback. Please continue to share your feedback or ask the dev team questions here and report any issues to us at help.relic.com.

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New Battlegroups 

US Forces – Free French Battlegroup   

Employ robust defenses and stalling tactics to subdue enemy assaults and buy time for a breakout.  

Form a defensive line with French Rifle Sections, concrete Bastions and Tourelle defenses, while Railway Artillery and the venerable Char B1 Heavy Tank force a rout. 

 

Wehrmacht – Siege Breaker Battlegroup 

Mobilize siegeworks and specialist units to break enemy fortifications and create an opening for the vanguard to exploit.  

Test the enemy line with additional infantry weapons and Flame Halftracks. Once a breach has been detected, crack apart even the most stubborn defensive line with Siege Specialists and the iconic Sturmtiger Heavy Tank. 

 

British Forces – Special Service Battlegroup 

Deploy elite raiding forces to deny resources and harass the enemy where least expected.  

Raiding vehicles, Commandos and Snipers will ambush and whittle enemy units down, before fading away into the dust. Scorched Earth tactics will drain the enemy of their vital resources and punish every undefended hole in their frontline. 

 

Deutsches Afrikakorps – Elite Forces Battlegroup

Develop an advanced and experienced force of infantry, aircraft and ground vehicles to outpace the enemy.  

Lead a core of veteran infantry and vehicles with the Command 8Rad Armored Car, dominate the battlefield with Ace Stuka Squadrons, and deliver the killing blow with the mighty Tiger Ace Heavy Tank. 

New Cosmetics 


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US Forces - Combat Curators 

Wehrmacht - Bush Wacker 

British Forces - Rainy Day in Hell 

Deutsches Afrikakorps - Jagdkatzen 

Audio 

 

Multiplayer Balance Changes 

In update 2.4.0, we're aiming to introduce changes to address issues with anti-air, infantry combat, and the late game. Additionally, we've made improvements to snipers, off-map abilities, and heavy machineguns. The US Forces Partisans and Afrikakorps Espionage Battlegroups have also received a host of changes meant to improve their viability. 

We’ve heard you on the current systemic issues causing a reliance on massed-infantry (blobbing), and we agree. Players are currently incentivized to mass units together, and there are insufficient counters to respond. We’re working on tackling this incrementally, with a series of wider changes that affect the overall game starting in update 2.5.0. For now, in 2.4.0, we’re aiming to address more isolated issues that can contribute to massing-infantry — such as infantry stutter stepping, delays in cover, and scoped rifles granting moving vision. 


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General 

Infantry Combat 

We have done some clean-up to prevent unintended gameplay outcomes between units in and out of cover. We have also adjusted suppression recovery in light cover to make it easier for heavy machineguns to pin units. 

Snipers 

We have adjusted snipers to have some interaction with cover, reducing their fire rate against units in cover, while slightly speeding up rate of fire against units in the open. This allows a player to use cover to reduce how many casualties they take but still allows the sniper to slowly pick away at units in defensive positions. 

Changes to cost, survivability, and capture speed were made to help improve their general performance and value. 

Repairs 

We have adjusted the repair system to make combat repairs more difficult, requiring a full squad to get the maximum repair rate and units that are in-combat will repair slower. 

Directional-based Airstrikes and Off-maps 

Airdropped Incendiary Bombs – Breakthrough & Air and Sea Battlegroups 

The current incendiary bombs act more like a standard bombing run, inflicting good damage on detonation with the fire damage lasting for a short period of time. To focus these strikes on area denial, we have increased the duration of the fire and adjusted the bomb’s initial explosion damage. 

Airborne and Breakthrough Battlegroups Smoke Bombs 

Anti-Air Changes 

Mobile anti-air units are having their AA range increased, allowing them to lockdown a larger area. 

Off-Map Artillery, Mines, and Airstrikes 

Certain strikes could be too powerful against slower, larger vehicles and rear armor hits from high damaging weapon could be devastating with little counterplay as no unit had to be risked to get behind these vehicles. 

Mines have also had this change applied to them as they always penetrate enemy vehicles and do not care about directional facing. 

Recon Loiters 

Heavy Machineguns 

The role of the Heavy Machinegun (HMG) is to quickly suppress enemies that enter their arc. However, certain HMGs failed to achieve this goal.  

To improve their performance, the base suppression values are being raised, while their time to pin remains lower than that of the HMG 42 and 50cal. 

Marder III M, 75mm Halftrack, and Archer Tank Destroyer 

The following changes improve visual clarity of when these ability trigger and makes it easier for the bonus to be gained when these units are set-up ahead of time, prior to an enemy advance. 

Flamethrowers 

We are reducing Flamethrower DPS when they are firing on the move to reduce how powerful flamethrowers are when charging and chasing enemy units. They will still automatically hit enemies in the AOE but deliver less DPS compared to if the unit was stationary. 

The damage bonus against emplacements is to make their effectiveness equal against all defensive emplacement types, not just being strong against bunkers. 

Scoped Rifle Packaged - Jager, Australian, and Infantry Section 

The role of this change is to make it harder to spot the defender with mobile squads, forcing them to expend flares to spot enemies prior to an attack. 

White Phosphorous and White Phosphorous Barrages  

Infantry/Mortar/Off-Map Flares - Does not affect SLD Flares 

Resource Caches 

Detection 

Unit Paradrops 

 

US Forces 

Air Support Center 

We have implemented a small cooldown between airstrikes. The goal is to reduce the number of off maps being dropped at once which could overload the opponent. We have also added an initial cooldown to limit how early air strikes can be requisitioned. 

Riflemen Squad 

Riflemen and Panzergrenadier Veterancy 1 damage increase abilities are gaining a small munitions cost. This will make spamming these abilities over the course of a long game have an impact on the player’s munition economy. 

M4(105) Sherman Bulldozer 

We are increasing the minimum damage the Dozer and Brummbar does to infantry, allowing them to deal more health damage on non-direct hits. 

M8 Scott SPG 

M4A3E8 Sherman Easy Eight 

Grants and E8s are having their main gun anti-infantry performance reduced to be in-line with other medium tank guns. This change is to allow anti-tank guns and infantry AT to better counter these vehicles and encourage the usage of dedicated anti-infantry tanks. 

Ranger Squad 

We have made a few adjustments to allow Rangers to synergize with other builds and have less bleed on a player’s economy. However, we are toning back Cover to Cover significantly, removing the speed component that allowed the unit to quickly close with enemy, especially in late game scenarios where light cover was prevalent. 

Artillery Beacon 

This change slightly increases the time it takes for the first shell to land. 

Italian Partisan Battlegroup 

Resistance Fighter Squad 

We are giving Partisans a slight boost to their survivability and upgrade costs to encourage the anti-infantry variants of the unit.    The AT rifles had their anti-infantry damage further reduced as when combined with Disruption Fire, it allowed the unit to contest other infantry units too easily. 

Saboteur Squad 

The Saboteur Squad will now stay on the field longer, allowing more time and opportunity for the unit to be used for trap-laying, scouting, and the occasional anti-vehicle ambush. 

Underground Detonation 

Tunnel Medical Caches 

Being an end-tier ability that competes with the Battlegroup’s primary damage dealing ability and does not have casualty recovery, this ability has been changed to provide the strongest healing rate in the game. 

False Orders 

Tunnels 

 

Wehrmacht 

Pak 40 and LG 40 Ambush Camouflage 

HMG 42 Team 

This change is meant to allow the MG 42 to better deter vehicles and combo with other units such as Grenadiers, vehicles or anti-tank guns. 

Grenadier Squad 

The Breakthrough Package for Grenadiers has very weak scaling, relying on the standard Grenadier veterancy for a hybrid assault unit. We have made a significant change, giving Grenadiers upgraded with the Breakthrough Package different veterancy bonuses focused on direct combat and survivability while still providing some utility support through the Panzerfaust. 

Panzergrenadier Squad 

Riflemen and Panzergrenadier Veterancy 1 damage increase abilities are gaining a small munitions cost to make spamming these abilities over the course of a long game have an impact on the player’s munition economy. 

Jager Squad 

Jagers became very difficult to deal with as the game progressed, gaining substantial survivability bonuses on a long-range squad that did not need to close the distance and could scout positions with flares. 

We are toning back some of the unit’s survivability, making the bonus lower, and arrive at Veterancy level 2, requiring Jagers to remain in cover to be most effective. The Reconnaissance Package’s cost has also been increased to reflect the buffs it has gained over several patches regarding its damage output. 

Flak 30 Anti-aircraft Gun Team 

Recent changes such as the removal of light cover on the crew have made the Flak 30 too vulnerable to both direct and indirect attacks that need to be positioned and set-up to function. We are improving the AA gun’s survivability and lowering the cost to enable suppression. 

Flakpanzer IV Wirbelwind  

Marder III M Tank Destroyer 

We are allowing the Marder to quickly toggle out of Sight Main Gun to help its survivability, but the player will now need to wait a moment for the bonuses to apply to prevent the unit from getting a shot in the moment the ability is trigged. 

Speed has also been slightly increased to help the unit traverse the battlefield. 

StuG III G Assault Gun 

Panzer IV Command Tanks 

Panzer IV Medium Tank – Wehrmacht only 

Following the route of Wehrmacht’s advanced infantry, we are giving veteran Panzer IVs slightly increased performance to compensate for the unit’s lack of end game offensive upgrades.  

Stosstruppen Squad 

Stosstruppen are being adjusted, weakening their Veterancy 1 ability in exchange for having improved veterancy stats as the unit levels up. Their Veterancy 1 bonus has also been adjusted to focus on damage rather than survivability. 

Sturmpanzer IV Brummbar 

We are increasing the minimum damage the Dozer and Brummbar does to infantry, allowing them to deal more health damage on non-direct hits. 

LG 40 Anti-tank Gun 

Panther Heavy Tank 

The following change is meant to allow the Panther to be easier to access as in late game scenarios where manpower is a greater limiting factor than fuel. 

Pantherturm 

British Forces 

Infantry Section 

The following changes are meant to reduce how powerful the Recce Package. Other units will now need to be mixed in to provide vision, and the unit cannot immediately push team weapons with the artillery barrage before the opponent can react. 

Humber Armored Car 

M3 Stuart Light Tank 

The following change is to slightly increase the Stuart’s reliability against infantry and improve the unit’s veterancy scaling. 

M3 Grant Medium Tank 

Grants and E8s are having their main gun anti-infantry performance reduced to be in-line with other medium tank guns. This change is to allow anti-tank guns and infantry AT to better counter these vehicles and encourage the usage of dedicated anti-infantry tanks. 

The Grant is also having its base fuel cost increases to make additional tanks harder to field. 

Matilda Heavy Tank 

17-pounder Anti-tank Gun 

The 17-pounder is having its base cost reduced as the first gun is already expensive to field, requiring side-tech access.  

Centaur IV Medium Tank 

The Centaur is having its area of effect distance increased to increase the chances of killing infantry models, rather than wounding them if the shell does not directly hit them. 

Polish Lancer Section 

Attacking Spirit 

Attacking Spirit has been adjusted, so the combat healing of the ability only happens on the trigger of the pulse, and the additional healing provided can now be interrupted by combat. 

This should increase counterplay, allowing the opponent to keep units with Attacking Spirit in-combat or off capture points to prevent healing during combat. 

Australian Defense Battlegroup  

Logistical Supremacy Changes 

Australian Light Infantry 

Australians can now repair buildings to better synergize with the defenses they can build and will be easier to gain veterancy with, matching other standard infantry squads. Moving accuracy on the Scoped Lee Enfield has been lowered, however, to make them less effective on the move. 

Artillery Tripwire Flares 

 

Deutsches Afrikakorps 

Carro, L6/40, Flakvierling Halftrack, DAK 8 rad 

DAK combat light vehicles are receiving a change that allows them to gain health when they gain veterancy, allowing them additional survivability when used properly, but still vulnerable when they first arrive on the field or are rebuilt. 

We want DAK to still be able to play heavy on light vehicles compared to the other factions, rather than the best option generally being massed infantry. 

Panzerpioneer Squad 

250 Mortar Halftrack 

250 Light Carrier and 250/9 Halftrack 

The following change is to increase utility and survivability of the 250 as it levels up. The autocannon’s cost has also been slightly lowered to bring back some of DAK’s capability to play more heavy on light vehicles than other factions. 

Flak 36 Anti-tank Gun Team 

We are giving back range to the 88, allowing it more room to zone out enemy armor as it is one of the core end-game anti-tank units for the faction.  

Bersaglieri Squad 

The Bersaglieri squad is being adjusted to scale with other standard infantry and have slightly more offensive potential when leveling up.  

Semovente da 75/18 Assault Gun 

Battlefield Espionage Battlegroup 

Disruption Tree Changes 

The right-side of the tree has been slightly adjusted, allowing a choice between an economic/efficiency upgrade against off-map abilities. 

250/3 Funkpanzerwagen 

To simplify some of the functions of the Funkpanzerwagen, we are causing its camouflage aura to always be active as that is one of the main roles.  

Sector Subterfuge Beacon 

The following addition to the Subterfuge Beacon is to allow these to be planted in the backline for defensive purposes, when not placed in enemy territory. 

Transfer Depot 

The Transfer Depot’s power could greatly change depending on map layout. The abilities are also difficult to manage as the player needs to select the structure without any indication of its current cooldown. 

To adjust the structure’s power to be consistent across all game modes and make it easier to keep track of cooldown on Transfer abilities, the following changes have been made: 

Plunder 

Plunder’s position being shifted to the final tier allows us to grant it more power by providing resources on return. 

Firestorm 

Firestorm has been reworked to be a more traditional area-of-denial off-map, incorporating the change made to incendiary bombing runs. The previous iteration overlapped too much with Disruption that was also an area debuff. 

Bug Fixes 

Gameplay Infantry 

Engineer Units 

Mortar Teams 

Grenadiers 

Sturmpioneers 

US Forces Infantry 

Italian Partisans 

Salvage  

Vehicles 

Flakvierling Halftrack 

Sherman Whizbang 

Weapons & Combat 

Fixed incorrect aim timing on the following units that caused them to have long delays before they fired their first shot when barraging: 

GrB 39 Grenade Launcher 

Mines & Damage 

Fixed engine damage logic not applying for: 

Engine damage and heavy engine damage: 

 

Factions & Battlegroups 

US Forces 

Captain Retinue – Flanking Maneuver 

M8 Greyhound 

M8 Scott 

Mortar Pit 

M1 Anti-Tank Gun 

Survival Training 

M5 3-inch Anti-tank Gun 

Wehrmacht 

LG40 Anti-Tank Gun 

 

British Forces 

Australian Defense – Supply Run 

CMP 15cwt Anti-Air Truck 

Pillage 

 

Deutsches Afrikakorps 

Emergency Repair Kits 

Vehicle Aura Bonuses 

The following bonuses now properly apply from all vehicle types (including light vehicles, recovery trucks, and utility trucks):  

A.I. Improvements 

A.I. can now:  

Art, Maps, & Visual Improvements 

 

User Interface Fixes & Improvements 

 

Audio Fixes & Improvements 

 

Known Issues Under Investigation  

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 issues we are currently tracking for our upcoming patches. Thank you for all your submissions to help.relic.com

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