Opposing Fronts is the stand alone expansion to the award winning PC game Company of Heroes and includes two new factions: British and Panzer Elite. Each faction includes a campaign and completely change the multiplayer aspect of the game.
Company of Heroes: Opposing Fronts is a stand-alone expansion pack for Company of Heroes. it was developed by Relic Entertainment and published by THQ. Oppososing Fronts adds two new armies to the game: The British and The Panzer Elite and also 2 campaigns for them, The Liberation of Caen and Operation Market Garden.





Captain a defensive officer which can boost the health of emplacements and infantry units in the same sector, the Captain also acts as a retreat point instead of the standard HQ also you must have requested a Captain to deploy the next unit the Stuart light tank, and to tech up to the last tier available to the British.
Sappers
The Sapper is essentially a tier 2 construction unit for the British that allow them to construct more powerful defensive and artillery emplacements. They are also the only unit in the British army capable of repairing their vehicles, making them one of the core units of a late game British force. Along with their construction and repair abilities Sappers are also able to be upgraded with weaponry and equipment that make them suitable for the roles of anti-tank infantry, mine clearing, and even further specializing in repairing vehicles and emplacements.
Stuart
The somewhat small Stuart is designed specifically for the role of dealing with light vehicles. It's speed and armor make it fast and impervious to most damage dealt by light vehicles and its gun packs the punch needed to finish such units off. Using its canister shot it can also provide a quick solution for a pesky squad of infantry but this is not it's intended role. It is not reliable against heavier vehicles, as it will most likely deal little or no damage and be destroyed quite quickly, nevertheless it comes at a time when such vehicles are still not present, and it's speed means it can stay away from them.
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Armored Command Truck
This truck is the third unit production building available to the British, it allows them to deploy heavy armor such as the Cromwell tank which is good against both vehicles and infantry, the command tank that provides veterancy bonuses to other tanks and finally the Sherman Firefly, ultimate tank hunter of the British.
Cromwell
The Cromwell is the main all-around battle tank for the British, it's reasonably armored for a tank and has average damage against infantry, vehicles and enemy armor alike with it's main gun. Cromwells are a multi-purpose tank, able to engage both armor and infantry in combat situations and are slightly cheaper than American Sherman and Wehrmacht panzer 4's which are similar tanks to the Cromwell. Cromwells can use their flank speed ability to circle enemy tanks or run over enemy infantry units in mass, they should be supported by infantry, more Cromwells and eventually the command tank for increased firepower and range.
Cromwell Command Tank
This Command Tank will provide veterancy bonuses to all nearby tanks within it's command radius, increasing their effectiveness in combat, the command tank also has the ability of heavy crush, allowing the command tank to destroy tank traps, hedgerows and many other features of the terrain allowing you more strategical flexibility if you so chose the utilize those features.
Sherman Firefly
The Sherman Firefly is the best British Anti-Tank armor in the game. It's weapon is similar to the panther with massive range, great frontal penetration value and deals a high amount of damage. Firefly's should be used in combination with a command tank to not only increase their sight range but firing range as well, this way they can shoot much further than enemy tanks and get off 1 or 2 shots before they are even in firing range. With the firefly's high frontal armor penetration, it can easilly take enemy tanks head-on, but as always support it with other tanks and infantry.
While the firefly is the ultimate cheap tank destroyer, it lacks high armor and any infantry killing ability, the armor is average and is similar to a regular Sherman so while this tank can deal good damage to late-game armor, it can't take the hits. Don't rely on the firefly to kill infantry either, it's gun is designed for tank destroying and not for taking on enemy infantry threats.
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British Emplacements
Although the British have some very powerful units their main strength lies in the commanders use of the mobile command trucks and emplacements which allows a British commander to quite literally lock down a sector from any enemy assault.
Slit Trench
An infantry section can dig in making the squad almost impervious to incoming fire, whether it is artillery, tank shells or small arms fire, the only thing that is going to extricate a squad from a trench is flame and grenades.
HMG Emplacement
The HMG emplacement is the only available MG to the British early on, because of their defensive play style the British do not have a mobile MG, instead they have this emplacement that costs no fuel. The HMG emplacement is great for setting up near enemy strategic points, cutting them off from map resources, since Tommy squads can make this HMG emplacement it can be placed offensively as well as defensively depending on the flow of the game.
The Mortar Emplacement
Every other army in Company of Heroes have a mobile mortar early in the game, the British are limited to having a building as their mortar. However the British mortar has distinct differences in that it is much more resistant to enemy mortar fire and takes quite a long time to be destroyed by small arms fire, making it very handy to lock down an area from almost all infantry attack, the axis infantry will have to keep moving or risk taking heavy mortar fire.
Casualty Clearing Station
This clearing station is unique to the British as in not only does it retrieve injured units and bring them back to the station like the Wehrmacht medic bunker, but it also has an area healing effect just like the American triage center.
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Bofors 40mm Anti-Air Emplacement
The Bofors is an emplacement designed for both the role of anti-vehicle and anti-air. It performs both jobs quite admirably and is fairly cost effective for what it does a drawback however is that the gun does not tilt low enough to be effective against infantry and the shells do not pack enough punch to deal with heavier armor.
17 pounder Anti Tank Emplacement
The 17 Pounder AT Gun is the British armies way to keep heavy tanks away from their territory. Quite possibly the most fearsome AT Gun in the game it is only limited by the fact that it is a stationary weapon, the weapon has a range about 2cm shorter than a Marder III and is the stationary equivalent of Sherman Firefly, the gun can also traverse 360* but it cannot shoot and is rather slow while turning.
25 pounder Artillery Battery
The 25 pounder is the hallmark artillery piece of the British army and is rightfully so. It can be very devastating and fire over long distances making it ideal for softening up the resistance so the rest of your forces can move in, or likewise bombarding attackers and forcing them back. This emplacement becomes even more powerful through the Royal Canadian Artillery Regiment, giving it access to various abilities and strategic options such as the famous Creeping Barrage.
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The best artillery commander in all of Company of Heroes, lay down devastating creeping barrages from priests, 25 pounders or howitzer bombardments from any British officer. Royal Canadian Artillery focuses on improving every artillery unit available to the Brits, supercharged rounds will increase the distance that all artillery units, even mortar pits can fire, while abilities like counter barrage make sure that enemy artillery won't be able to fight back without being pummeled to death.
Right Side
Forward Observation Officers
This ability allows officers such as lieutenants and captains to call in artillery on a section of the map that's not covered by the fog of war. The artillery is full of destruction and can lay waste to a lot of infantry bunched up together. Alternatively you can use the barrage and cancel it quickly to make the flares fall and make enemy infantry retreat, without losing any munitions. Forward Observation Officers also gives the command tank the ability to lay a creeping smoke barrage for 50 munitions, this can almost instantly conceal a large group of friendly tanks in smoke, protecting them from getting hit while making an assault, or allowing them to retreat unharmed.
Creeping Barrage
This ability costs 150 munitions and requires the player to at least have a 25 pounder or 105mm Priest to fire and once used, will put the artillery unit's standard fire ability on cooldown. It's a considerable price to pay but the potential destruction and large amount of manpower taken away from the enemy once a creeping barrage is used can be more than worth it.
Priest 105mm Howitzer
The Priest 105mm is the only mobile artillery piece available to the British and can quickly redeploy from the back of the field to the front lines for more accurate artillery fire, and then back again to safety, it can deal around 40% more damage and can redeploy to safety if a base is overrun, unlike the howitzer which is a building.
Supercharged Rounds
This ability allows the 25 pounder and mortar emplacements to fire much further than they normally would, it almost doubles the range of both artillery emplacements. The Priest 105mm is also effected by this ability, allowing it to fire much further than it normally would. Supercharged rounds is the most crucial ability for an Artillery Commander to obtain, if an early 25 pounder or mortar emplacement is built, it will allow these units to fire much further than usual. An early mortar can be built near a Headquarters and still be able to reach the front lines most of the time and it's the same case with the 25 pounder later on.
Overwatch Artillery
Any artillery unit can be set to use overwatch Artillery, it will then automatically fire at any units that enter the overwatch area, this is great for covering victory points at late-game stages or simply covering a high resource point when an enemy unit attempts to capture it.
Counter Battery
Counter Battery is the ultimate artillery-destroyer, any artillery unit available to the British can be toggled to activate counter battery and while the ability is active the unit will instantly fire back at any enemy artillery that has fired on the map. This ability is excellent for taking out pesky mortar teams, Nebelwerfers or mortar halftracks, the mighty 25 pounder and Priest can even fire back at enemy Hummels.
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Royal Engineers


Down the right hand side of Royal Engineers are powerful tank call-ins, the main tank is the Churchill infantry tank which has a turret mounted main gun backed up with heavy armor. The 2 other tanks available are both hybrid's of the first one, the Churchill AVRE has a mounted gun that can fire devastating mortar rounds while the final tank is a Churchill with a flamethrower mounted on it. Down the left hand side is an ability to improve emplacements, make tanks much harder to destroy in combat and an ability that improves command vehicles to produce a larger amount of resources and decrease production times.
Churchill
The first tank available to the royal engineers commander only costs 3 command points and is a valuable asset to any British player's early to mid-game fighting force. The great thing about this tank is not only does it do good damage to infantry and vehicles alike, it has a large amount of frontal armor and hit points making it one of the toughest tanks around until late-game situations, The Churchill comes with the 'Tank Shock' ability which suppresses targeted infantry nearby, it's useful for either assaulting enemy infantry or retreating out of danger since the shock effect happens almost instantly.
Churchill AVRE
The AVRE is a unique artillery piece that instead of having a regular mounted gun, it has an ability that fires a large mortar round for a cost of 35 munitions each use. When fired it does a massive amount of damage to any unit within the area, great for using against blobs of infantry.
Churchill Crocodile
The Churchill crocodile tank is like a beefed up version of the original Churchill, it has more hitpoints and added to the front of the tank is a new flamethrower. The flamethrower does some great damage to infantry but what really makes it shine is it's massive range, it's able to throw out flames almost as far as the regular gun can shoot which is great for staying well out of trouble while burning enemy infantry, The downside to the flamethrower is it can only be used from the front of the tank
Improved Emplacements
This ability does exactly what it says on the tin, it improves all British emplacements so that they receive 25% less damage from all enemy units, all emplacements will also receive a 50% boost to their maximum amount of health. This ability is great to use if a British player is going to make a lot of emplacements such as a mortar pit, Bofors or 17 pounder AT gun emplacement. Use this ability in combo with the defensive bonus that the British captain provides, and emplacements will be extremely hard for any unit to destroy.
Hull Down
This gives all British tanks the ability to 'hull down', which makes them more resilient to all kinds of damage. Hull down takes hardly any time for a tank to activate and once it is active the unit will receive 25% less damage and 25% less penetration making it much more tougher in all combat situations. However while in hull down mode, the unit will not be able to move at all until the ability has been deactivated, so use it wisely.
Improved Command Vehicles
This ability simply increases the amount of resource produced from sectors that have command vehicles on, it's a great way to boost munitions income for special late-game abilities especially in team games. It also improves the production speed of all units by 25%.
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The doctrine choices of the Panzer Elite are Scorched Earth, Luftwaffe and Tank Hunters. The Scorched Earth doctrine allows the player to construct environmental defenses which can be used to block up roads, they can also place booby traps on buildings and strategic points. The Luftwaffe doctrine allows players to construct specialized defenses such as Flakvierling and Flak 88s as well as Wirbelwind anti-aircraft vehicles. The Tank Hunter doctrine can allow infantry to deploy with more Panzerschreks and anti-tank grenades as well as the ability to deploy the fearsome Jagdpanther or "Hunting Panther".
Company of Heroes keeps the same basic principles of the previous game such as suppression, cover and veterancy along with many other concepts from the previous game, the catch this time around is with veterancy however.
| Game Name | Company of Heroes: Opposing Fronts |
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| Publisher(s) | |
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| Themes |
Add a new theme
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| Original US Release |
Sept. 24, 2007
need a fuzzy date? |
| Original US Release | know the real date? |
| Aliases |
CoH |
| BBFC |
BBFC: 15
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| ESRB |
ESRB: M
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Doctrine Evaluations
A complete list of the doctrine powers and an appraisal of their effectiveness for the Americans. |
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