Eastern Front is a free mod for Company of Heroes which has successfully added a full Soviet faction packed with unique and exciting units as well as the rugged Ostheer, a unique new Axis faction which was designed to counter the Soviets, a feat never before achieved in the Company of Heroes world.
Recent Reviews:
Mostly Positive - 78% of the 33 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (305) - 81% of the 305 user reviews for this game are positive.
Release Date:
Jan 21, 2010

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Community-Made Mod

This game requires that you own Company of Heroes

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Install Company of Heroes: Eastern Front


Recent updates View all (10)

September 17


Note: Apparently, there is some confusion on how the updating works.

Steam AUTOMATICALLY updates your Eastern Front mod as soon as we push a new update. You don't need to do ANYTHING.

Ingame the game will still show "" as your version, which is because it is a custom text and does not update manually. The update still applies.

The newest build number is "ID 2125558 " after hotfix: 2128326
. If you think your game did not update properly you can check your game version by right click on "Company of Heroes: Eastern Front", select "Properties" and then click "local files". At the bottom there is the number of the newest Patch number. If the game updated corretly it will show "ID 2128326".

Updated Sep 18th


* fixed fatal AI crash on some maps
* fixed Artillery Spotter not camouflaging in cover
* fixed Artillery Spotter not getting the sight range/weapon range bonus as intended, fixed range bonus to 50m like intended (from 70m)
* removed sniper antispam from Spotter (resulted in spotters getting instakilled by bikes/Schwimmwagens)

* fixed messy aura graphics on Guards
* Fixed missing T17 50cal top gunner upgrade
* fixed wrong ability CP costs for RHS Breakthrough (now correctly Cage Armour 2cp - Breakthrough Artillery 2cp - KV 1 3cp)
* fixed Command Squad to upgrade 1x DP28 (instead of 2x)
Hotfix 2: Sep 18th:
* fixed requirements on KV 1 call in and Breakthrough arty
* fixed reinforcement on Artillery Spotter
* fixed missing rifles on Airborne soldiers
* fixed some other minor bugs on PE
* fixed Schwimmwagen mine detection
* fixed axis 88mm squad size on recrewing (now 3 guys man it and it's possible to reinforce the 4th man)
* fixed Armourtype on Elefant (now has much better armour, aka almost indestructable)

General Changes:

* snipers can move in cover while being camouflaged now
* snipers with active camouflage will move cloaked in cover at normal speed
* further tweaks to Flamethrower performance
* Added missing Steam Workshop button to main menu. Now you can download maps from the workshop from within EF. Its also possible to upload to the workshop EF specific maps which make use of EF assets, and you can download them from here to and play them (probably a good idea to put in the description of the map that it will only with when playing EF)
* Added missing map refresh button to game setup menu
* Added missing workshop map icon to map selection dropdown
* Added missing ping status on the game setup menu
* AI will no longer throw smoke grenades as it uses them in a messy way. We're working on AI improvements to make AI use them more smartly.


* moved Command Squad to HQ
* lowered Ingenery hitpoints to 40 (from 45)
* lowered Artillery Spotter pop cost to 2 (from 4), increased health to 55 (from 45)
* increased Spotter capping rate to 1.75 (from 1.25)
* lowered Conscript capping speed to 1.00 (from 1.25)
* lowered Conscript health to 40 (from 45)
* increased reinforcement time rate for conscripts by 25%
* Conscript reinforcement cost now 19 (from 18)
* slightly lowered damage output and accuracy from Strafiniki Commissar PPD34 on medium range
* increased Sturmovie Ingenery Health to 60 (from 55)
* reverted SU 85/100 range to 45m (from 47.5)
* slightly lowered long range penetration on SU 100 against Tiger I and II
* increased reload time for SU 100 to 7.5-8.5s (from 7-8s)
* increased SU 100 damage to 150 (from 137.5)
* set SU 100 and SU 85 accuracy to 0.8 long range (had different values)
* increased SU 100 gun upgrade cost to 80f (from 60f)
* set Guards armourtype to tp_infantry_sergeant (from tp_infantry_riflemen_elite)
* Guards apply a "zeal-like" aura to nearby units. When squads nearby of Guards loose members, they will receive combat bonuses. (note. This already applied before, but the aura was buggy and didn't give the bonus always. Should work as intended now):
Less than 5 members: + 5 health and health regen
Less than 3 members: -5% rec. damage
Less than 2 members: additional weapon accuracy + 5% and less rec. supression
* Increased KV 2 cp cost to 6 (total: 9cp)
- lowered hitpoints to 1064 (from 1364 - 3 schreck hits less)
- lowered weapon scatter and accuracy over all ranges significantly
- increased weapon damage to 200 (from 150)
- increased weapon reload to 13-14s (from 12s)
* Bt-7with 76mm howitzer:
- now deals 15% deflection damage to tanks
- lowered accuracy and damage against tanks
- lowered accuracy and scatter against soft targets to match StuH


* tweaked LeFH scatter (should hit more accurate now)
* applied some tweaks to StuG III armourtype against some weapons
* applied increased healing range to healing paradrop (10m -> 18m)


* Allied Crew repairs now heal 10 hp/sec over 30s instead of 15hp/sec over 20s
28 comments Read more

September 12

Note: The changes are cumulative, most of them already were ingame before, I just wanted to collect them in a single changelog to improve the overview over the current set of differences to vCoh.


* fixed KV 1 hull mg dealing damage to Ostheer tanks (target_tables were missing for some reason for Panzer III and some other tanks on that weapon)
* fixed missing target tables on KV 2 and Elefant
* Fixed a bug Quad now does penetration vs airplanes (vs P47 thunderbolt penetration from 0 to 0.1x and Henschel)
* 57mm atg damage vs jeep increased from 0.5x to 1x
* Fixed a bug with HQ entities increasing accuracy increment, these entities are now neutral
* Fixed a bug with halftrack not being able to use 50 cal while upgrading Quad (increased slots from 1 to 2)
* Snipers no longer automatically target light vehicles
* Fixed bug with satchel charge: can now throw everywhere
* M10 misfire bug fixed
* Puma friendly fire fixed
* Mortars no longer deal double suppression to friendly units at AoE short
* Fixed a bug with Wehr Halftrack not applying veterancy on certain hardpoints
* Fixed an issue with Croc having an extra 30s buildtime (to 0s)
* Fixed a mini bug with the Croc's max range
* Repair pioneer are now targetable again (bug in steam version)
* Fixed an issue with Medics sometimes not spawning (when multiple bunkers were upgraded)
* Fixed several minor bugs with off map mortar barrage

General changes:
* Snipers now have negative zeal (radius 20, received accuracy 1.5x)
* Snipers camouflage reveal radius from 1 to 3; Stormtroopers: 4
* Snipers aim time from 0.3-0.5 to 0.3s
* Snipers general accuracy to 0.9/0.7, increases with veterancy 2 and 3
* Snipers can only camouflage in cover without veterancy
* Sniper cost to 280mp
* M1 garands (rifle and ranger), M1 carbines, Kar98k's (volk and storm) type weapons accuracy vs sniper from 0.75x to 0.85x;
* increased moving acc for M3 Grease gun, Pioneer Mp40 and Sturmpio Mp41 to 40% from 30%, applied burst modifier to weapons (more reliable on the charge)
* Flamethrowers act more reliably now: their overall damage is lower, but the damage is applied 2 times per second instead of only once
* Minesweepers now cost 25 munitions down from 35
* Paks, Nebels and ATG's now get a 1.25x speed bonus on negative cover (from 1x for atg's and 1.75x for nebel)
* Grenades can now harm their shooters (friendly fire)
* Grenades minimum throwing range removed
* Medics search radius increased from 150 to 175
* Repair ability received damage lowered from 3x to 2.25x; Wire Scuttling total received dps from 6x to 2.25x


* increased SU 85/SU 100 weapon range to 47.5m from 45m
* increased SU 76 penetration by 10% on long range, increased accuracy from 0.6 to 0.9, increased overall range to 60 (from 55)
* Street Combat requires 2 cp now (3 total) from 2 cp total
* KV 2 call in cp cost decreased to 5 cp (from 6)
* lowered Artillery Spotter cost to 170mp (from 210), lowered training time to 25s (from 35s)


* Priority Defense now adds 0.1 health regeneration (66% of axis medikit) to infantry, supression resistance of 50% and max health + 25% to units in the affected sector
* Counter Assault increases weapon damage by 50% now instead of increasing burst duration by 30%
* removed Grenade from Fusiliers, added upgrade for Granatbüchse39 upgrade option
* tweaked Halftrack MG151, overall more reliable damage on close and medium range

Panzer Elite
* Increased Ketten HP by 20 (145 -> 165)
* Ketten captures at 2.00 now (from 1.00)
* Flak 88 crew consists of 4 men now


* Bombing Run bomb damage spreads out on a larger area now (9m->12m)
* 5 inch rockets damage vs Stug and Marder III from 1x to 2x
* 5 inch rockets angle scatter from 5 to 3
* Airborne ATG reinforce cost from 85 to 45
* Airborne Soldiers use a special M1 Carbine now, deals 10 damage with 0.4/0.6/0.8 accuracy (the default Carbine deals 7 damage with 0.3/0.55/0.75 accuracy)
* Recoilles rifles damage vs STUG skirts from 0.8775 to 0.75
* Fire up exhaustion now lasts 7s from 10
* Rangers veterancy requirements to 8/16/32 from 12/24/44
* Rangers now have Ranger M1 Garand Rifle, instead of standard M1 Garand Rifle
* Bazooka medium range accuracy from 0.6x to 0.75x
* Off map combat group: 30 cal and Mortar removed in group 2 and added in group 4 (small chance), Halftrack Quad added in group 2 and 3
* Pershing HVAP upgrade no longer gives AoE penalties
* Pershing upkeep cost reduced from 27.648 to 21.6
* Raid capture rate from 1 to 1.5, Capture distance from 5 to 10

* Demo Charge research time from 60s to 45s
* American Observation post build time set from 50s to 30s
* Rax, WSC, MG nest and starting resources -5 fuel
* FHQ now act as an 'or' requirement to build Supply yard

* Jeep 30 cal accuracy from 0.25/0.4/0.55 to 0.3/0.45/0.6
* Jeep 30 cal accuracy increment from 0.975x to 1.02x
* Jeep 30 cal priority vs Snipers increased to 100
* Jeep 30 cal max reload from 6s to 6.5s
* M1 Carbine accuracy long range from 0.25x to 0.35x (Rifles leader, weaponcrews and Airborne)

* Mortar and HMG squad reinforce cost from 0.5x to 0.3x, reinforce time 0.75x
* Hmg cost to 180mp (from 240mp)
* Mortar cost to 250mp (from 280mp)
* Mortar squad veterancy requirements from 8/16/32 to 8/14/26
* Mortar damage vs airborne armor from 1x to 2x, accuracy vs airborne to 1x (from 0.75x)
* Mortar damage vs garrisoned units from 0.75x to 1x
* Mortar free fire (not barrage) cooldown reduced from 8-6s to 4-3s
* Springfield sniper rifle reload increased to 6 from 3
* American Sniper upkeep cost from 9.6 to 12

* M8 37mm damage vs Marder III (Geschutzwagen) from 2x to 1.5x
* M8 damage vs Flak88 from 0.5x to 1x
* M8 37mm damage vs Puma from 1x to 1.2x
* M8 37mm accuracy long range from 0.75x to 0.85x
* T17 37mm gun is now similar to the Greyhounds
* T17 can now upgrade 50 cal
* T17 HP increased from 265 to 360
* T17 vet 3: accuracy bonus from 1.15x to 1.3x, Vet 1 and vet 2 bonuses switched, Vet 1 now also offers 1.25x max speed bonus
* M3 Halftrack fuel cost dropped from 25 to 20
* Quad suppression increased from 0.002/0.003/0.004 to 0.003/0.005/0.007
* Quad damage increased from 5 to 7
* Quad reload from 12-10 to 9-8
* Quad cooldown from 4-2 to 3.2-2.8
* Quad burst duration from 3.5-2.5 to 3-2
* Quad penetration vs halftrack from 0.2x to 0.1x
* Quad penetration vs Puma from 0.02x to 0.04x
* 57mm atg build time from 67s to 50s
* 57mm atg tracking speed from 18 to 25
* 57mm atg vet 1: bonus 0.9x received accuracy; vet 2: bonus 0.9x received damage
* AP shells duration from 10s to 11s
* AP shell extra modifier: accuracy 1.1x

* M2HB 50 cal upgrade cost reduced from 75 to 50 munitions
* Sherman 76mm reload reduced from 7s to 6s
* Sherman Smoke research cost lower from 150mp25fuel to 75mp25fuel
* Sherman Smoke use munitions cost lowered from 50 to 10, recharge time doubled
* Sherman Smoke now applies to the Croc Sherman aswell
* Sherman Crocodile ready aim time lowered from 1.5 to 0.1s
* M4 Croc veterancy requirements increased from 8/16/32 to 12/24/36
* Sherman crab mine flail and bulldozer cost reduced from 75muni to 50muni, 30s to 20s
* Sherman crab mine flail and bulldozer activate speed modifier from 0.5x to 0.6x
* Hellcat and M10 health increased from 400 to 450
* Hellcat vision range reduced from 46m to 35m
* Hellcat and M10 76mm's accuracy vs Stug => 1x (from 0.85)
* Hellcat penetration increased to 0.92/0.96/1
* Hellcat damage from 112.5 to 90
* Hellcat deflection damage from 0.2x to 0.25x
* Hellcat camouflage tweaked to get easier revealed

Supply Yard:
* Level 2 upgrade research duration from 90s to 60s, lowered fuel cost to 100 (from 140)


* FtFl Received Damage modifier increased from 0.7x to 0.75x
* FtFl Cooldown increased to 45s (from 30s)
* Fortify the perimeter extra bunker health from 300 to 200
* Flak 88 accuracy vs ATG reduced from 1x to 0.75x
* Flak 88 accuracy vs Greyhound to 0.9x from 0.73x
* Flak 88 damage vs halfrack from 1.5x to 1.35x
* Flak 88 damage vs buildings reduced from 1x to 0.6x
* Flak 88 health increased from 325 to 375
* Flak 88 crew consists of 4 men now
* 280mm Rocket Barrage cost reduced from 200 to 180 munitions
* 280mm Rocket barrage AoE medium distance from 3 to 3.5
* Stuh 105mm gun damage vs buildings from 1.5x to 1.25x, vs checkpoint from 2x to 1.25x
* Stuh 105mm reload from 8-7s to 8-8s
* Stuh 105mm AoE short from 1.5 to 1.25, AoE medium damage from 0.7 to 0.5
* Stuh 105mm projectile: speed from 20 to 30
* Blitzkrieg munitions cost from 125 to 100
* Firestorm DoT frequency from 1 to 0.5
* King Tiger tracking speed increased from 15 to 18
* Inspired Assault now properly applies to MG and mortar teams
* Inspired Assault Received Accuracy penalty lowered from 1.5x to 1.25x
* V1 accuracy vs garrison cover increased from 0.1x to 0.25x
* V1 damage vs Flak 88 from 0.25x to 1x


* Pioneer antispam removed
* Wehr Observation post build time set from 30s to 20s
* Repair pioneer now costs upkeep (same as medic)
* Repair bunkers hard capped at 5 (same as medic bunker)
* Moved Officer/Luftwaffe Officer to HQ
* Officer barrage ability range increased to 50 from 45, cost 125mu from 150mu, requirement lowered from Phase 4 to phase 3
* Luger has old crit values back
* Officer build time from 25s to 20s

* Wehrmacht quarters cost from 220 to 200
* Volks reinforce cost from 22 to 28mp
* Volks leader health increased to 65HP from 60HP
* MG42 squad cost from 250 to 260mp
* MG42 hp per man from 55 to 60
* MG42 reinforce cost to 26mp (modifier set from 0.5x to 0.3x), Reinforce time 0.75x
* MP40 accuracy to 0.1/0.25/0.75 (from 0.1/0.45/0.75). Volks are defensive units, not assault infantry
* Schwimmwagen build time from 40s to 36s
* Motorcycle MG42 vs damage and accuracy vs heavy cover from 0.4x to 0.5x, accuracy vs light cover from 0.4x to 0.5x
* Motorcycle MG42 priority vs Snipers increased to 100
* Motorcycle MG42 accuracy increment from 0.975 to 1.02
* Wehr Sniper sight range nerfed to 35 (from 40: standard to all units)

* Grenadier grenade AoE medium from 1.5 to 1.75, accuracy medium from 1x to 1.15x
* Panzerfaust damage vs Sherman, M10, Greyhound, Pershing from 1.25x to 1.4x
* Pak damage increased from 115 to 125
* Pak damage from cloak shot from 1.25x to 1.15x
* Pak accuracy from cloak shot from 1.5x to 1.75x
* Pak damage vs halftrack lowered from 1.5x to 1.35x
* Pak accuracy vs Greyhound and Halftrack armor from 1x to 1.1x
* Pak accuracy vs M10 from 0.93x to 1x
* Pak build time from 43 to 30s
* Wehr Mortar team HP per man increased from 55 to 60
* Wehr Mortar team reinforce cost modifier from 0.5x to 0.3x, reinforce time 0.75x
* Mortar pack up time (Teardown) reduced from 2.8 to 2.3s
* Mortar set up time reduced from 2.4 to 2s
* Mortar damage vs Heroic armor from 0.7x to 1.0x
* Mortar damage vs Garrisoned units from 0.75x to 1x
* Mortar max damage from 36 to 40
* Mortars free fire (not barrage) cooldown reduced from 8-6s to 4-3s

* LMG 42 accuracy long range from 0.13x to 0.15x
* LMG 42 upgrade munitions cost from 75 to 60
* Flammenwerfer stats shuffled around for slightly more reliability.
* Puma 50mm (upgun) accuracy on the move from 0.5x to 0.75x
* Puma 50mm accuracy long from 0.75x to 0.8x
* 50mm puma damage (from 1x) vs Halftrack, Sherman, Pershing and Jeep 1.3x; vs Greyhound and M10 1.25x
* Puma 20mm reworked: burst effects removed, but more reliable
* Stug and Stuh population cap from 4 to 6
* Stug and Stuh health increased from 400 to 450
* Geschutzwagen 75mm damage vs M3 halftrack and Jeep from 0.75x to 1x
* Geschutzwagen deflection damage from 0.35 to 0.5
* Geschutzwagen medium range from 25 to 30
* Gwagen population cost from 8 to 5

* Panzer Command build time from 165s to 150s, fuel from 50 to 45
* Stuka AoE accuracy increased to 0.75x at long (0.6x) and mid ranges (0.7x)
* Stuka Damage vs infantry from 0.25x to 0.3x, Penetration vs infantry increased from 1x to 1.1x
* MP44 accuracy at medium range from 0.3x to 0.35x
* KCH capping rate from 1 to 1.25
* KCH no longer require vet 1 for panzerfaust
* KCH now have standard stiel grenade instead of assault nades
* KCH (killed) experience points granted lowered from 4 to 3
* All US machine gun type weapons again have 0.85x accuracy vs Heroic armor
* Panzer IV and Ostwind acceleration from 1.2 to 1.5
* Panzer IV 75mm damage increased from 87.5 to 100
* Panzer IV 75mm damage vs jeep from 1x to 1.5x
* Ostwind 37mm accuracy buffed at long range from 0.35x to 0.6x
* Ostwind 37mm is now more reliable vs heavy cover types
* Ostwind cost from 410/40 to 380/40
* Ostwind health increased from 400 to 450
* Ostwind tracking 135 from 150, cooldowns 0.6s from 0.5s, projectile death timer 2s
* Panther cost to 640mp/140f (from 110f, original price from pre-OF)
* Panther 75mm damage from 137.5 to 150

* Wehrmacht KKC limited to 1
23 comments Read more


“Adding a completely new faction is challenging, and actually making it successful is better”
9.2 (aggregate) – ModDB

“As great as Company of Heroes is, it takes something really special to make a great game even greater, but CoH:EF does just that!”
Joe Robinson; Strategy Informer

“Eastern Front gives gamers everywhere a reason to play CoH again with a level of quality that makes it easy to forget it isn't an official expansion.”
Rhea Monique; Hellmode

About This Game

Eastern Front is a free mod for Company of Heroes. Following the ethos of mimicking a Relic Entertainment expansion pack, Eastern Front has succeeded in adding a full Soviet faction packed with unique and exciting units to the existing armie as well as the rugged Ostheer - a unique new Axis faction which was designed from the ground up to counter the Soviets - a feat never before achieved in the Company of Heroes world.

We are constantly working to improve Eastern Front; our dedicated and experienced development team has worked on the mod for seven years, and we don't intend to stop yet. The future will bring new campaigns, new reward units, further game mechanics and an overall better experience.

System Requirements

    • OS: Windows® XP, Vista, 7, 8, 8.1, 10
    • Processor: 2.0 Ghz Intel Pentium IV or AMD Athlon XP or equivalent
    • Memory: 3 GB RAM
    • Graphics: DirectX 9.0c compatible 512MB video card with Pixel Shader 1.1 support or equivalent and latest manufacturer drivers
    • DirectX: Version 9.0c
    • Network: Broadband Internet connection
    • Storage: 3 GB available space
    • Sound Card: DirectX® 9.0c compatible 16-bit sound card
    • Additional Notes: Requires the new Steam version of Company of Heroes to play. For multiplayer experience, the recommended requirements should be used.
    • OS: Windows® Vista, 7, 8, 8.1, 10 (64 bits)
    • Processor: 3.0 Ghz Intel Pentium IV or AMD Athlon XP or equivalent
    • Memory: 4 GB RAM
    • Graphics: 1GB NVIDIA GeForce 400 series or 1GB Radeon HD 5000 series or better
    • Storage: 4 GB available space
    • Sound Card:
    • Additional Notes: It is recommended to upgrade to a 64 bits OS to improve the performance of the game.
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