Over the past several years, Relic Entertainment has been busy at work putting out some of the most innovative RTS games in the last decade, culminating in the excellent Warhammer 40,000: Dawn of War. So it came as some surprise when Relic announced their next game would be set in the most excessively used backdrop in the genre - the Second World War. Aside from the less than unique setting, Company of Heroes is a dream come true for fans of the genre, an almost instant classic which has somehow managed to strike the perfect balance between realism and inconceivable action.
Securing Real Estate
At the forefront of Company of Heroes is its fifteen mission campaign where players guide the fictional Able Company throughout the first hectic weeks following the invasion of Normandy. Along the way players will participate in some of the most famous events of the entire invasion, including Omaha Beach, Carentan, Cherbourg, and the closing of the Falaise Pocket. Relic has done a great job making each of these missions unique and memorable by way of excellent cut scenes and voice acting. And though there is a mild feeling of deja vu--you can only fight through Normandy so many times before it loses its freshness--Company of Heroes manages to keep things rolling with its stellar design and gameplay elements.
Dawn of War vets will feel almost instantly at home with Company of Heroes, as it retains most of the basic elements present from that game. The most intriguing element that's been retained is the way the in-game resources are handled: rather than the standard "peon gatherer" model that most RTS games use, Company features a network of resource nodes that provide one of the three resources found in the game - manpower, munitions, and fuel. Each game map is broken up into sectors and each sector provides a specific type of resource. In order to "harvest" the resources of any given sector, you must first capture that sector's point; the resource will then begin to trickle in at a steady rate. Building an Observation Post atop of the point "secures" the sector and provides a resource bonus.

The hitch is that each captured sector has to be connected to the sector containing your HQ, which mimics the real-world concept of supply lines; these "supply lines" can then be severed by the enemy, thereby depriving you of that sector's resource. And since turnabout is fair play, you can do the same thing back, giving enterprising players the opportunity to strike at their enemies' flanks and deliver devastating economic blows. It's a great system that adds a significant element of economic strategy that has typically been avoided in similar games. It also forces players to take a realistic approach to troop management and makes for some great see-saw skirmishes where the tides of battle constantly sway to and fro, as valuable resource points repeatedly change ownership.
Securing Real Estate
At the forefront of Company of Heroes is its fifteen mission campaign where players guide the fictional Able Company throughout the first hectic weeks following the invasion of Normandy. Along the way players will participate in some of the most famous events of the entire invasion, including Omaha Beach, Carentan, Cherbourg, and the closing of the Falaise Pocket. Relic has done a great job making each of these missions unique and memorable by way of excellent cut scenes and voice acting. And though there is a mild feeling of deja vu--you can only fight through Normandy so many times before it loses its freshness--Company of Heroes manages to keep things rolling with its stellar design and gameplay elements.
Dawn of War vets will feel almost instantly at home with Company of Heroes, as it retains most of the basic elements present from that game. The most intriguing element that's been retained is the way the in-game resources are handled: rather than the standard "peon gatherer" model that most RTS games use, Company features a network of resource nodes that provide one of the three resources found in the game - manpower, munitions, and fuel. Each game map is broken up into sectors and each sector provides a specific type of resource. In order to "harvest" the resources of any given sector, you must first capture that sector's point; the resource will then begin to trickle in at a steady rate. Building an Observation Post atop of the point "secures" the sector and provides a resource bonus.

The hitch is that each captured sector has to be connected to the sector containing your HQ, which mimics the real-world concept of supply lines; these "supply lines" can then be severed by the enemy, thereby depriving you of that sector's resource. And since turnabout is fair play, you can do the same thing back, giving enterprising players the opportunity to strike at their enemies' flanks and deliver devastating economic blows. It's a great system that adds a significant element of economic strategy that has typically been avoided in similar games. It also forces players to take a realistic approach to troop management and makes for some great see-saw skirmishes where the tides of battle constantly sway to and fro, as valuable resource points repeatedly change ownership.
Download Game:
Click Here
Click Here part 0
Click Here part 1
Click Here part 2
Click Here part 3
Click Here part 4
Click Here part 5
Click Here part 6
Click Here part 7
Click Here part 8
Click Here part 9
Click Here part 10
Click Here part 11
Click Here part 12
Click Here part 13
Click Here part 14
Click Here part 15
Click Here part 16
Click Here part 17
Click Here part 18
Click Here part 19
Click Here part 20
Click Here part 21
Click Here part 22
Click Here part 23
Click Here part 24
Click Here part 25
Click Here part 26
Click Here part 27
Click Here part 28
Click Here part 29
Click Here part 30
Click Here part 31
Click Here part 32
Click Here part 33
Click Here part 34
Click Here part 35
Click Here part 36
Click Here part 37
Click Here part 38
Click Here part 39
Click Here part 40
Click Here part 41
Click Here part 42
Click Here part 43
Click Here part 44
Click Here part 45
Click Here part 46
Click Here part 47
Click Here part 48
Click Here part 49
Click Here part 50
Click Here part 51
Click Here part 52
Click Here part 53
Click Here part 54
Click Here part 55
Click Here part 56
Click Here part 57
Click Here part 58
Click Here part 59
Click Here part 60
Click Here part 61
Click Here part 62
Click Here part 63
Click Here part 64
Click Here part 65
Click Here part 66
Click Here part 67
Click Here part 68
Click Here part 69
Click Here part 70
Click Here part 71
Click Here part 72
Click Here part 73
Click Here part 74
Click Here part 75
Click Here part 76
pw: WojtasRed@ForumW.org