'Company of Heroes' was the perfect real-time strategy game

Julio Franco

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Our list of the best strategy games on the PC contains only three RTS titles. And none of them are from the past decade. There’s a very good reason for this: the genre was perfected by Company of Heroes all the way back in 2006.

The popularity of certain types of games can wax and wane depending on all kinds of things. With flight sims, it was the decline of the joystick. Adventure games died on CD-ROM and were reborn on digital shopfronts. Other genres have come and gone thanks to shifting market tastes, or advances in technology.

For me, though, the RTS is different. It’s never gone away—you only have to look at StarCraft II or Deserts of Kharak to see good, recent examples—but for a long time it’s felt to me like a dead man walking, with developers seemingly unable (or unwilling) to make the kind of major, serious advances you see in other genres like first-person shooters (compare Call of Duty to Call of Duty 4) or even turn-based strategy (compare Civilization III to Civilization VI).

Which is fine! I appreciate that millions of people love RTS games for that consistency, that entrenched set of expectations, and the studios making good ones have made a lot of money doing so.

Me, though, I’d always wanted something more. RTS games have always presented themselves as these destructive little dioramas, miniature studies in simulation warfare. Whether it was Command & Conquer, Red Alert, Dune 2, WarCraft or Age of Empires, screenshots and trailers made it look like these games were about the art of commanding armies in the field like an officer, a sensation the actual gameplay—where you end up being more of a shepherd—rarely provided.

One of the things I liked about 2016's Offworld Trading Company was that, whether intentional or not, its existence as a real-time strategy game without combat was a sort of commentary on how tanks and spaceships and soldiers in most RTS games were just window dressing. The real warfare was going on in the crunching of numbers between two colliding forces. Whoever could build up the most optimal bunch of digits and throw it against the other would usually win, and it didn’t matter if they were battleships or, in Offworld Trading Company’s case, resource prices.

A successful strategy for a game like StarCraft or Command & Conquer is most important at the broadest possible level: how you gather resources, what units you build and in what order, how best to assemble them, when to commit to an assault. True to the genre’s name, these are indeed strategies.

But when it comes to simulating warfare, having a strategy is only half the battle. The other half—often the most defining—is in the employment of tactics (especially once your strategy goes pear-shaped), something which most RTS games absolutely fail to account for, or at least smudge over.

Except for Company of Heroes.

Video via We Play Games.

Relic’s 2006 classic didn’t care about how many crystals you dug out of the ground (it didn’t feature any resource gathering at all), or how many weapons you could build with them, because success in Company of Heroes wasn’t down to the size of your army, it was down to what you could do with it.

“Tactics mean doing what you can with what you have.” – Saul Alinsky

The fundamentals of Company of Heroes were its simulations of battlefield realities like cover and suppression. In most RTS games, if you send some infantry down a road up against a large heavy weapon, they’d run right at it taking damage, with little (if any) allowance made for the elevation of the gun or where its placed. Do it in Company of Heroes and your men will scatter, hit the dirt, take cover and/or see their morale broken, causing them to flee the battle and return to your base.

This meant that the person controlling the infantry had to be very careful how they were used. But even more importantly, it meant the person controlling the heavy weapon could lock down an entire area of the map, and to remove them would require the right mix of units working in the right way at the right time.

The same principles were extended to vehicles; tanks in Company of Heroes were not simply assigned a massive amount of HP then sent on their way to wreak havoc. Their use mirrored that in actual combat, with their frontal armour thick and strong, but their sides and rear extremely vulnerable, meaning it was vital to make sure you were using them in the right way or you’d lose them real quick.

Cover was another area in which Company of Heroes excelled. Relic had tested the idea out in 2004's Dawn of War, but in Company of Heroes it was perfected, with every single movement of infantry units revealing not just places they could move and take cover, but how effective that cover would be. Run across a road and you could get torn apart, but take cover behind a brick wall and a squad of infantry could survive for an eternity.

All this meant that the plans you cobbled together in Company of Heroes were taxing in their development and challenging in their execution. Rather than an abstract battle of numbers, an engagement in Company of Heroes usually feels more like this:

Which shouldn’t surprise you! The TV series Band of Brothers was a massive inspiration on the development of the game, to the point where CoH’s opening campaign missions walk hand-in-hand with the first few episodes of the TV show. Even the name itself, “Company of Heroes”, is shared with the final line delivered in the series before the credits roll:

The inspiration is more than thematic. Band of Brothers was a show grounded in the intimacy of war. We were made to care about each soldier by following their adventures, both in and out of battle, and as we saw them in action we didn’t just see moments of individual bravery, but also a strong focus on showcasing the tactics and teamwork that went into a successful action.

And that’s exactly what Company of Heroes does. Its cover system makes each soldier precious, where in other RTS games they’re expendable cannon fodder. Its suppression systems give immense power to units deployed in the optimal fashion, and require complex, on-the-fly plans to get rid of them.

It makes combat feel alive, and fluid, and dare I say exciting, just like it should. Company of Heroes’ sound design deserves a special mention here, with the thundering boom of its artillery and the crack of its tank fire really helping get the point across that explosions are big, bad and very dangerous things for soldiers caught out in the open.

And while it was physically challenging to react to all of this, it was never in a “how fast can I click through this routine” kind of way, it was in a “oh shit oh shit I’m being attacked on two fronts which one deserves my attention” way. Again, just like it should, because it’s the kind of thing someone in command of a military unit in the field should be worrying about, rather than fretting over how much lumber they’re chopping down at any given moment.

Company of Heroes was so good at what it did that, even a decade on, it has yet to be beaten. Relic’s next game, Dawn of War II, kept some aspects of its cover system but moved in an RPG territory. Not even Company of Heroes 2, the game’s direct sequel released in 2013, could overcome it, let down as it was by a dreadful campaign.

It’s rare that we see a single game stand so tall amongst its peers so long after it was first released, but the fact Company of Heroes remains the pinnacle of real-time battlefield tactics in 2017 is testament to Relic’s 2006 classic, in both the thought that went into its design and the near-perfection with which it was implemented.

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The first Warhammer games had an awesome use of terrain, I dare to say even better than Dawn of Wars.
 
I'm a big fan of Company of Heroes and still play it quite often. I bought CoH 2 when it came out, but never got into it the same way I did with CoH 1.
 
I found this game very difficult to play long back when I tried it. I do plan to revisit this one. Empire Earth is another RTS game which is quite old but definitely one of my favorites which never makes it to any list.

Best PvP match I ever played was on Empire Earth. Had my entire civ wiped out but I was able to hide two citizens from the other player's roaming hoards. He left a blind spot on the map, didn't bother to check it, and an hour or two later I nuked him into oblivion.
 
I think many still love these old games because it was the first time they got to stuff like command an army of knights or a fleet of ships. Newer RTS titles are great with upgraded graphics and merciless AI but like the author mentions they have been more or less similar to the classic ones.
 
I think many still love these old games because it was the first time they got to stuff like command an army of knights or a fleet of ships. Newer RTS titles are great with upgraded graphics and merciless AI but like the author mentions they have been more or less similar to the classic ones.

AI is the weak point in most games, particularly RTS ones. The difficulty levels always seem to go:

1. Little old lady half asleep
2. 12 year old non-Korean kid
3. Korean teenager on Adderall
4. Lex Luthor

There's almost never an AI level that feels like it can perform well without a lot of cheating. Its either a cakewalk or an impossible bloodbath.
 
I found this game very difficult to play long back when I tried it. I do plan to revisit this one. Empire Earth is another RTS game which is quite old but definitely one of my favorites which never makes it to any list.

Do you know how to make Empire Earth run on Windows 10 or modern GPUs? My current laptop has that and a 1070 and it always crashes in the menus. I really want to play it again, especially with the 13,200 pop cap mod I couldn't fully use over 10 years ago.
 
There's almost never an AI level that feels like it can perform well without a lot of cheating. Its either a cakewalk or an impossible bloodbath.

What about Galactic Civilizations 2? On hardest it was a "bloodbath", but lower difficulties forced it to play with handicaps (on ability, not resources), which it occasionally broke the fourth wall and admitted.
 
I found this game very difficult to play long back when I tried it. I do plan to revisit this one. Empire Earth is another RTS game which is quite old but definitely one of my favorites which never makes it to any list.

Do you know how to make Empire Earth run on Windows 10 or modern GPUs? My current laptop has that and a 1070 and it always crashes in the menus. I really want to play it again, especially with the 13,200 pop cap mod I couldn't fully use over 10 years ago.

Empire Earth works for me on win10 but it is not smooth, I had to figure out the right resolution to run it and when starting a game after loading it does reset the window of the game few times but it does not crash for me. I am not using any mods. In settings I am using the primary display driver not my gpu and have kept the resolution to low just on 1024x768 to play it.
 
Do you know how to make Empire Earth run on Windows 10 or modern GPUs? My current laptop has that and a 1070 and it always crashes in the menus. I really want to play it again, especially with the 13,200 pop cap mod I couldn't fully use over 10 years ago.

Yes...try buying it here. These are mostly old games where the DRM has been removed and you should be able to run them on modern systems, I believe. Plus, there's a money-back guarantee.

https://www.gog.com/game/empire_earth_gold_edition
 
Warcraft II and Dune 2, with Dosbox, are STILL enjoyable as the first time I played them. Company of Heroes didn't hold my interest for long. Maybe it's because I've been playing RTS since the DOS days and couldn't enjoy another from the same genre, no matter how different it is. Or maybe it's just personal taste.
 
Give Wargame Red Dragon a go, its a blast. The 4th will be announced soon.

Tiberium Wars and Supreme Commander pretty much nailed it, and ofc there is always Starcraft 2. CoH is great, but not my thing due to subjective reasons.
 
I suppose I should replay company of heroes.

It was never a game I understood the love for. I vaguely remember playing it and I seem to recall feeling it was lightweight and easy. For me the games that defined that style of strategy game were Codename Panzers and Men of War.
 
The first battle for middle-earth damn that one was pure gold. Oh and Empire at War in Space. So many golden oldies.

Gotta say however that moba have pretty much killed off rts games. New ones still come out but none of them are really successfull. RTT has pretty much ended my love for RTS its just a much more enjoyable genre. Tower Defense is another child of RTS that can be very addictive, Bloons5 or Kingdom Rush especially.
 
My biggest issue with CoH and what I like about wargame series is ability to zoom in and out more. I am big fan of the wargame series. Dont know what RTS game I would say is the very best I played. they all had some good and bad spots
 
Supreme Commander Forged Alliance is pretty much the very incarnation of an RTS game.

I wouldn't call Company of Heroes an RTS, its really more of an RTT with some very very slight and light weight RTS components.
 
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