Relic Entertainment took a massive gamble. Instead of returning to the muddy, gray trenches of the Eastern Front or the overexposed hedgerows of Normandy, they headed south. Sunlight. Coastal breezes. Verticality. Company of Heroes 3 isn't just another sequel; it is a fundamental shift in how we think about tactical pacing and environmental storytelling in the RTS genre. If you’ve played the previous entries, you know the formula: capture points, manage fuel, and try not to lose your mind when a Tiger tank rolls out of the fog of war. But here, things feel... different. It’s brighter, sure, but the tactical layer has a bite that caught a lot of veteran players off guard at launch.
The Italian Dynamic Campaign: A Messy, Brilliant Ambition
Let’s be real for a second. When the game first dropped, the Italian Dynamic Campaign was the most polarizing feature Relic had ever shipped. It basically tries to be Total War but with the DNA of a micro-management heavy RTS. You’re moving companies across a persistent map of Italy, capturing towns like Salerno and Anzio, and managing supply lines. Honestly, it’s a lot to juggle.
The genius—and the frustration—lies in the "auto-resolve" versus "manual battle" tension. You’ll find yourself auto-resolving small skirmishes to save time, only to realize your Paratrooper company is now severely depleted because the AI didn't account for your specific playstyle. But when you manually dive into a mission to take a strategic port, the game shines. The destruction engine, powered by the Essence Engine 5, means that as you fight through a picturesque Italian village, the village effectively ceases to exist by the time the match ends. Walls crumble realistically. Rubble provides dynamic cover. It isn't just eye candy; it changes the line of sight for your anti-tank guns.
The campaign features a "Partisan" system that feels surprisingly grounded. You aren't just a lone commander; you’re balancing the temperaments of American General Buckram and British General Norton. One wants speed and aggression; the other wants caution and deliberate logistics. Choosing who to listen to actually affects your available abilities. It’s a layer of roleplaying that feels fresh, even if the UI for the world map felt a bit "under-baked" during the 1.0 release.
North Africa and the Return to Classic Company of Heroes
If the Italian campaign is the experimental younger brother, the North African Operation is the traditionalist. This is a scripted, narrative-driven experience focusing on the Deutsche Afrikakorps (DAK). It’s fast. It’s brutal. It’s very, very heavy on armor.
Playing as the DAK feels fundamentally different from the Wehrmacht of Company of Heroes 2. You’re encouraged to stay mobile. The game introduces vehicle towing, which sounds like a minor detail until you’re using a half-track to haul a flak gun across the desert to set up an ambush in seconds. This is where the Company of Heroes 3 keyword really starts to matter in search—people are looking for how these factions differ from the "old guard." The DAK relies on "combined arms" bonuses. If your infantry is near your tanks, they both get buffs. It forces you to play in a tight, cohesive ball of steel and lead.
💡 You might also like: Sly Cooper: Thieves in Time is Still the Series' Most Controversial Gamble
The North African maps are wide open. There’s less "green cover" (stone walls and heavy buildings) and more reliance on smoke and positioning. It forces a different kind of tactical thinking. You can't just park a squad in a house and forget about them. In the desert, if you stand still, you die.
Tactical Pause: A Gift for the Single Player
People get elitist about RTS games. "You have to have 300 Actions Per Minute (APM) to be good!"
Relic basically said, "Actually, no."
The inclusion of Full Tactical Pause in single-player modes is a godsend. You hit spacebar, the world freezes, and you can queue up a sequence of orders. Tell your Sherman to pop smoke, tell your engineers to throw a satchel charge, and tell your sniper to target that MG42 team. Unpause, and watch the plan unfold. It turns the game into a sort of real-time puzzle. For older players or those who prefer the "strategy" over the "twitch" of clicking, this feature makes the game infinitely more accessible. Note that this isn't available in multiplayer, for obvious reasons. Nobody wants to wait ten minutes while their opponent meticulously plans a flank.
The Multiplayer Meta and Faction Identity
Multiplayer is the lifeblood of any CoH game, and the launch of this one was... rocky. Let's be honest about the balance. Early on, the British Forces felt a bit "one-note" with their heavy reliance on specific emplacements, while the US Forces struggled to find their identity between the different Battlegroups.
📖 Related: Nancy Drew Games for Mac: Why Everyone Thinks They're Broken (and How to Fix It)
Since then, the patches (like the "Emerald Bear" and "Steel Shepherd" updates) have done a massive amount of heavy lifting. The four factions now feel distinct:
- US Forces: Flexible, aggressive, and reliant on veteran infantry. Their "Pathfinders" and "Paratroopers" are legendary for a reason.
- British Forces: The masters of defense and technical superiority. Their training upgrades allow them to scale better into the late game than almost anyone else.
- Wehrmacht: Traditional, heavy hitters. They have the classic Panzers and the terrifying 88mm guns.
- Afrikakorps: High mobility, vehicle-centric, and punishing if they get the jump on you.
The "Battlegroup" system replaced the "Commander" system from previous games. Instead of picking a pre-set loadout, you have a tree of abilities you unlock during the match using Command Points. This adds a "reactionary" element to the game. If you see your opponent building lots of light vehicles, you can pivot your Battlegroup points into anti-tank air support rather than wasting them on infantry buffs.
What Most People Get Wrong About the Graphics
There was a lot of noise online about the game looking "too bright" or "cartoonish" compared to the gritty, desaturated look of Company of Heroes 2. This is a misunderstanding of the setting. Italy and North Africa are bright. The Mediterranean sun is harsh.
However, Relic did listen to the feedback. They’ve since added more "grime" shaders and improved the lighting to give the units more weight. The animation system is actually a massive step up. Soldiers now have contextual animations—they’ll lean against walls, or duck when a shell passes overhead. It’s subtle, but it adds a "human" element to the chaos that was missing in earlier titles. If you haven't played since the beta, the visual fidelity is in a completely different league now.
Sound Design: The Unsung Hero
You can literally play this game with your eyes closed and know exactly what’s happening. The sound of a Panzerschreck firing is distinct from a Bazooka. The way the music swells when a capture point is being contested adds a layer of subconscious stress that makes the victories feel earned. Relic has always been the king of "battlefield chatter." Your soldiers will yell specific lines based on what they are fighting. If a squad of Rifles is pinned by an MG42, they don't just say "we are pinned," they scream about the specific threat. It’s immersive in a way few other strategy games manage.
👉 See also: Magic Thread: What Most People Get Wrong in Fisch
Modding and the Long Tail
Let's talk about the Steam Workshop. Company of Heroes 3 was built with modding in mind from day one. This is crucial for the game's longevity. We’re already seeing total conversion mods, map packs that rival the official ones, and balance tweaks that cater to the "hardcore" crowd. This community support is what kept CoH1 and CoH2 alive for over a decade each. If you find the vanilla experience a bit too "safe," the modding scene is where the real experimentation is happening.
Is It Worth It Now?
If you asked me this on launch day, I’d have said "wait for a sale."
But now? After the 1.5 and 1.6 patches? It’s a different beast. The "Steel Shepherd" update specifically addressed the depth of the Italian campaign, making the AI more aggressive and the naval/air systems more integrated. The game feels finished.
It’s also worth noting the console edition. Playing an RTS on a controller is usually a nightmare, but the radial menus in the PS5 and Xbox Series X versions are surprisingly intuitive. It’s not as fast as a mouse and keyboard, but for the campaign and casual skirmishes, it’s totally viable.
Actionable Steps for New and Returning Players
If you're diving in for the first time or returning after a long break, don't just jump into 1v1 Ranked. You will get shredded. Instead, follow this progression to actually enjoy the learning curve:
- Start with the North African Operation: It’s shorter and teaches you the fundamentals of the new vehicle mechanics and the DAK faction.
- Abuse the Tactical Pause: Use it to learn the ranges of different weapons. See how far a grenade can be thrown versus a satchel charge.
- Focus on one Battlegroup per faction: Don't try to learn everything at once. Pick the "Airborne" tree for the US and master it before trying the "Armored" tree.
- Watch the Replays: The game has a built-in replay system. If you get smoked in multiplayer, watch it back from your opponent's perspective. You’ll usually realize they weren't "cheating"—they just had better scouting.
- Check the Essence Editor: If you’re a creative type, look at the map-making tools. The community needs more high-quality 2v2 and 3v3 maps that aren't just "choke point" meat grinders.
The Mediterranean theater offered a different kind of war—one of verticality, dust, and unexpected alliances. This game captures that complexity, even if it took a few patches to get the "polish" right. It’s a deep, rewarding, and occasionally frustrating experience that demands your full attention. Just remember: always keep your anti-tank guns facing the road, and never, ever trust a "safe" retreat path through a town square. There’s always a sniper in the bell tower.
Expert Insight: The most successful players in the current meta aren't the ones with the biggest tanks; they're the ones who master "capping power." Using cheap units to constantly harass the enemy's fuel income is far more effective than saving up for a single Tiger that can be easily circled and destroyed by two cheaper M4 Shermans. Control the map, control the match.