
This individual army for COH2 allows you to access all existing COH2 maps in auto-match, and play against all other existing factions in multiplayer. It can also be obtained at a discount by acquiring The Western Front Armies multiplayer standalone, where it is bundled with the OKW army.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Czech, English*, French*, German*, Italian, Polish*, Russian*, Spanish - Spain**languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
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Посмотрите на этот чизбургер с беконом из паба, О.!!в нем еще и *картошка фрии*, . . . , оо господи иисусие.
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won't load crap
It was a pretty logical move by Relic to eventually add western front content to Company Of Heroes 2 as well. Company of Heroes 1 will always be a legendary strategy game but it's always difficult to play older titles because of the graphics and lack of quality of life improvements which were added in newer titles. Not to mention that no matter how much you like something, you can eventually be sick of it with time.
Company of Heroes 2 – The Western Front Armies: US Forces, developed and published by Relic Entertainment with Feral Interactive handling Mac and Linux versions, is more than a simple faction expansion—it is a reinvigoration of Company of Heroes 2’s multiplayer ecosystem. Instead of functioning as minor DLC, the US Forces arrive as a distinct, fully featured army with its own units, doctrines, strategies, weaknesses, and battlefield personality. For players who felt the original game focused too heavily on the Eastern Front’s slow, grinding engagements, the introduction of American forces reshapes the pacing, encouraging aggressive map control, combined-arms improvisation, and momentum-driven tactics. It not only broadens the strategic diversity of online matches but also redefines the overall identity of the game’s Western Front warfare. The US Forces faction prioritizes battlefield initiative and tactical flexibility. Their early-game infantry options—anchored by Riflemen squads—are among the strongest in the franchise, capable of adapting to most engagements through grenades, mid-range firepower, and rapid tech upgrades. This opening strength pushes US players toward early territory acquisition, flanking, and harassment. Rather than relying on static defenses or prolonged attrition, the Americans favor mobility, repositioning, and multi-directional pressure. The result is gameplay that rewards awareness, timing, and calculated aggression rather than brute-force attrition. However, maintaining that momentum requires resource discipline, since US Forces teching is decentralized and demands early investment to stay competitive against factions that scale more dramatically into the late game. Where Soviet forces thrive on massed infantry and German armies emphasize elite specialization, the US Forces occupy a middle ground defined by adaptable vehicle play. Light armor such as the M20 Utility Car and the M15 AA Half-track provide early battlefield dominance, but the true backbone arrives in the midgame with the Sherman. While not as brutally powerful as late-war Axis armor, the Sherman excels through versatility—smoke rounds, HE shells, and high maneuverability allow players to dictate engagements rather than merely respond to them. For anti-tank capability, the US Forces rely on a combination of dedicated AT guns, upgraded infantry, and the M10 Wolverine or Jackson Tank Destroyer, both of which trade armor durability for exceptional penetration and flanking potential. This emphasis on coordinated combined arms reinforces the faction’s strategic identity: victory comes not from standing your ground, but from choosing where and when to strike. Doctrines—known as Commanders—play a crucial role in shaping playstyles. The airborne-focused commanders offer paratrooper deployment, munition efficiencies, and map presence strategies that allow flanking even behind fortified enemy positions. Armor commanders emphasize tank synergy, improving the survivability and utility of Sherman variants while unlocking devastating off-map support. Infantry commanders strengthen Riflemen even further, expanding the faction’s early-game dominance. These doctrine-based pathways ensure that the US Forces do not feel like a single strategic archetype—they are a modular army that reflects the personality and preferences of the player. Matchups remain dynamic because different commander choices radically alter the faction’s toolkit, preventing predictability and promoting experimentation. Aesthetically, the faction benefits from Relic’s attention to historical authenticity and battlefield atmosphere. US forces sound distinct, speak with recognizable personality, and move with convincing urgency. Weapon effects, engine audio, and explosion acoustics reinforce the sense of propulsion and momentum central to American tactical identity. The visual design of uniforms, armored vehicles, defensive structures, and environmental interactions enhances immersion without overwhelming clarity. Shermans kicking up dirt, Riflemen diving for cover, and paratroopers landing behind enemy lines all contribute to Company of Heroes 2’s cinematic battlefield storytelling—an element that the expansion helps strengthen rather than dilute. Balance, however, is where the US Forces have historically generated the most community debate. Their powerful early-game presence can feel oppressive to inexperienced opponents, particularly those playing factions that require slower scaling. Conversely, the American late game demands precision and planning—mistakes are punished harshly due to the faction’s comparative lack of heavy supertanks. Against the likes of the Panther or King Tiger, the US Forces must rely on maneuver warfare rather than brute strength, which can frustrate players expecting symmetrical armor matchups. Yet these asymmetries are intentional and remain central to Company of Heroes 2’s philosophy of factional identity. Rather than seeking identical unit counters, the game rewards players who adapt their strategies based on faction strengths rather than attempting mirrored tactics. Technically, Feral Interactive’s Mac and Linux support is well-executed, maintaining performance parity and visual fidelity while ensuring stable multiplayer functionality. Cross-platform play helps sustain matchmaking health, which is vital for longevity in competitive RTS environments. The expansion integrates seamlessly into the core game, meaning both new and returning players can join multiplayer without friction, and it remains accessible without requiring purchase of the original factions—an inclusive design choice that broadened the community upon release. The Western Front Armies: US Forces ultimately succeeds because it brings a fresh voice, tempo, and ethos to Company of Heroes 2 without compromising the game’s tactical depth. It challenges players to think creatively, rewards decisive initiative, and introduces a roster that feels historically grounded yet strategically distinct. While not without balance quirks and a higher skill ceiling for late-game execution, the faction enriches the multiplayer meta, deepens replayability, and provides one of the most accessible entry points for newcomers to the series. For strategy enthusiasts, competitive players, or anyone seeking a fast, fluid, and aggressive RTS experience, the US Forces expansion remains one of the most valuable additions to Company of Heroes 2’s wartime tapestry. Rating: 6/10
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The US of A, my least played faction. They're not bad, don't get me wrong. Units are good, vehicles are good, lots of upgrades you can do and similar to the British faction and unlike the vanilla factions instead of clicking upgrade buttons to give your units specific weapons you instead just right click on a small weapons depot in your base and pick up either a Bazooka or a BAR for a small munitions cost. Very similar to the Brits with their Brens and PIATs. +Exactly what you'd expect from the Americans, adaptable, fast and aggressive faction. Its own commanders, just like any other faction, can come with some pretty nice skills (105 Sherman, Easy Eight and a Pershing if you're lucky enough!) being able to spam your infantry with Bazookas or BARs for some munition without really needing any previous upgrades is really nice. Stuarts, Shermans, the stuff you'd expect. Your tank crews are distinct units that can get out of their tanks which is something no other faction does. Oh and don't get me started on my fav unit because of how cool it is, the WC54 Ambulance. Destroying it is a war crime, its not a combatant unit damn it!! Love that thing. -No campaing (I mean there is the Ardennes Assault but its not like the vanilla, cinematic Soviet campaing and this DLC is distinct compared to the Ardennes Assault DLC) and no mission pack either. Similar to the Oberkommando West and British Forces, this DLC only gives you access to the American faction and that is it. No missions, no campaings. I like the faction even if I barely play it and I'm always ok with more factions being added anyways. You can use the Americans in the well you *have* to use the Americans in the Ardennes Assault campaing but thats not as good as the vanilla Soviet campaing if you ask me and the fun part is owning Ardennes Assault doesn't mean you own the faction. You need *this* specifically to be able to play the Americans in skirmish matches against the AI or other players. Very ♥♥♥♥♥♥, I know.
[h1]Company of Heroes 2 - The Western Front Armies: US Forces[/h1] [h3]Unbalanced Army Expansion with Unnecessary Game Mechanics[/h3] [h3]Not even worth getting in a bundle[/h3] The United States Forces expansion features one of the strongest infantry armies in the early and mid game. However, it is a poorly balanced faction, with a very difficult scaling in the late game against enemy heavy armored vehicles due to the lack of a good anti-tank gun, as well as the absence of a non-doctrinal heavy tank, such as the Sherman Firefly or the Mk IV Churchill used by the British, or an effective medium tank destroyer like the SU-85. Another issue is the lack of a rocket launcher artillery in the late game, similar to the British. Of course, they have other artillery options such as M175mm Howitzer, however, it is a poor alternative with a low rate of fire and moderate accuracy. Other option is the M8A1 Howitzer but this vehicle has a very low barrage range. USF has a very particular tech-up mechanic. At the beginning of the match, you can choose between two different military structures by training either a Lieutenant or a Captain. Each of them grants access to different units: the Lieutenant focuses more on light vehicles, while the Captain provides access to crew-served weapons. This choice between structures is actually unnecessary, since in most cases you will eventually need units from both places, and you will have to spend fuel to unlock them anyway. Another mechanic for this faction that sounds good in theory but works terribly in practice is the vehicle crew system. Every USF vehicle can dismount its crew to use them in combat or to repair their vehicle. However, the long repair time required for heavily damaged vehicles, combined with the fragility of the crew squad, makes this mechanic only usable in safe territory, with the constant risk of being chased down and eventually ambushed by the enemy. In my opinion, this is the faction that relies the most on the chosen commander, since that is the only way to gain access to elite infantry units such as Paratroopers or Rangers, as well as heavy tanks like the M26 Pershing or the M4A3E8 'Easy Eight' and in the case of rocket artillery there is a commander that provideas a M4A1 'Calliope'. Honestly, it is one of my least favorite factions in all game modes due to its underwhelming and monotonous gameplay.
What a pitiful job.
lo compras y no te lo dan. no aparece en descargas
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