
Company of Heroes 3: Final Stand delivers a standalone roguelite wave-defense experience for solo and cooperative play. Command and survive against fast-paced escalating enemy waves, intimidating bosses, and dynamic battlefield events. Are you ready to make your final stand?
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Company of Heroes 3: Final Stand introduces an all-new standalone wave defense experience, delivering thrilling, highly-replayable Company of Heroes gameplay. This standalone experience does not require you to own any previous Company of Heroes titles, making it easy for you to jump straight into the action and have fun, whether you’re a longtime fan or a new player.

Prepare to dig in, build layered defenses, and survive against escalating waves of enemy forces across 12 increasingly difficult rounds, including intimidating bosses and dynamic battlefield events unique to Final Stand.

Featuring a roguelite progression system, players construct a custom battlegroup from the ground up suited to their style of play. After each wave, choose between randomized units or abilities that persist for the duration of the run, ensuring that no two playthroughs feel the same.
Persistent upgrades like powerful perks and unique abilities will be unlocked between runs across faction-specific progression trees. These upgrades meaningfully change how each faction plays, encouraging experimentation, long-term mastery, and repeat play at higher levels.

Final Stand captures the classic Company of Heroes feeling of those pivotal moments where when faced with overwhelming odds, preparation, adaptability, and decisive command determine survival.

All-new standalone Company of Heroes wave defense experience
Single-player and cooperative gameplay (2 player co-op)
Command 4 iconic factions: US Forces, Wehrmacht, British Forces, or Deutsches Afrikakorps
Roguelite progression and persistent upgrades present new strategic possibilities in every run
36 boss units with special abilities and rewards
18 dynamic in-game events
8 difficulty levels from newcomer to veteran
5 battlegrounds designed for wave defense gameplay
Survive 12 escalating waves, or take on Endless Mode for the ultimate challenge
Faction-specific progression trees with impactful upgrades
Unlock 4 premium cosmetic skin packs (1 per faction)
Brand-new Announcer VO performances bring your Final Stand to life
Engagement
Reviews
Themes across 580 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
游戏还行,刷《最终防线》攻略的时候刷到个【只有傻逼才玩 PVE】。话说是傻逼你蹭这个流量干什么。 你们他妈的英雄连PVP主播好牛逼了,你们这群狗日的PVP主播就是仗着自己每天玩七八小时、有稳定车队,有的是时间背数据、分析策略,来欺负那些有工作、有责任,每天只有玩一两把的普通人是吧。 我是三代全入,就玩战役和 PVE 。没错我是傻逼。去你妈的英雄连社区。
在我第一次看到《英雄连3:最终防线》的时候还有点惊讶,我不太理解这部作品在整个“英雄连”系列之中算是什么定位,和《英雄连3》存在什么关系。而在正式推出之后我更疑惑了,这款标价102元人民币的游戏只是一个防御敌人波次攻击的Roguelite,除此之外没有别的了,大面积的素材复用, Roguelite的随机性要素做的很粗糙,游戏体验高度依赖于不可控的随机要素,阵营和地图数量不多的同时差异化极其有限,不同地图甚至只是决定了敌人波次从哪个方向来 [h2] 二战刮刮乐 [/h2] 游戏的内容实在少的可怜,有且仅有的模式中要求着玩家挺过12波次的敌人攻击,然后在游戏过程中抽取技能、兵种,这个过程完全凭借运气。对“英雄连”玩家唯一值得一夸的大概只有这个模式带来了些许新鲜感,但是实际上这个肉鸽设计的真的很差,毫无对随机性加以控制形成有效构筑后的爽感 Relic做到的只剩下随机,更多时候抽取的东西对战局毫无有利的用处,失败也不来源于战术层面,而只来源于没有抽到有用的东西,失败的挫败感不是再接再厉,而是你运气不够好,这应该是“英雄连”带给玩家的东西吗,原来二战的胜利与否靠的是刮刮乐 成长树的养成非常的数值化,没有值得期待的新机制的出现。至于所谓的无尽模式、随机触发的特殊事件也是简陋的无以复加,完全就是一拍脑门想出来的增加内容,没有围绕其中进行的内容设计 作为一款将多人合作作为标签的游戏,《英雄连3:最终防线》在最早期版本甚至仅支持邀请好友,虽然后续推出了热补丁添加了匹配功能, 但这种功能还需要后续添加这已经够离谱了,足见 Relic对这部作品的制作有多么敷衍 在我看来《英雄连3:最终防线》的内容完全不足以支撑其作为一款独立作品。如果作为一款免费的dlc倒是值得一玩,再不济将它作为《英雄连3》价格更合适的dlc不是更好 回过头来看,为什么要标高价推出这样一个模式粗糙内容单一的作品,难道只为了强行赚系列粉丝一波钱吗?但对于这样最值钱的就是情怀价值的老 IP来说,这样挥霍真的值得吗 更让人为之担忧甚至让我连期待游戏后续更新这样的片汤话都不想说的原因是,开发组曾表示没有计划推出更多内容。所以与其期待后续的内容更新,不如期待有识之士将系列从Relic手头赶紧买走 出自 网易 UU 鉴赏家培训计划 感谢由网易 UU 加速器免费提供的游戏 你出内容我出游戏,携手共创优质内容
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Languages: English*, French, Italian, German, Spanish - Spain, Czech, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese +3 more
Hours played at review time, across 580 reviews with recorded playtime.
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absolute cash grab, too few units available, and too few active/passive, so you get repeating stuffs after 3 games, which is unacceptable in a roguelike game mode your perk points also do not get saved to your account, so if you play this on multiple machines, so your progressions is locked on each ones $30 separated game, which should have been a normal DLC, do not buy unless you have money to spare, and wait for sales, or until they add enough contents to justify the prices for this "game"
[h1]不好好的当一个DLC,102你就给我这?[/h1] 刚看《英雄连3:最终防线》的玩法介绍的时候,心里还是有点激动的,只是做梦都没想到,开发商能卑劣成这样!丫的,你素材复用我能接受,你玩法重复我也能接受,你特性简单我还是能接受,但你丫的一个近乎是DLC的加强玩法卖102的前提下,游戏里竟然还想着要我们氪金买战斗群和皮肤?这就真的有点没有自知之明了!!! [h1][quote=] [table] [tr] [th] 欢迎关注 [b][u][i]U_U鉴赏家培养计划[/i][/u][/b][/th] [/tr] [tr] [th] 关注U_U鉴赏家,开启精彩游戏之旅。 [/th] [/tr] [/table] [/quote][/h1] [h1]从未见过如此厚颜无耻的制作开发公司![/h1] 《英雄连3:最终防线》是由Relic Entertainment开发并发行的,大伙一定得记住这个公司名!因为是真的从未见过如此厚颜无耻之人!本来将系列原有的即时战术玩法做点改边,弄成这种波次防守模式是相当不错的,哪怕售价贵点,看在系列一直以来不错的口碑的份上,勉强一下还是可以将就的! 但是他丫的,是真的没想到他会做得这么的简单!!!人口是限定100的!(看成就有能到150,但玩了几个小时是真找不到能提升人口上限的方法!)一个最基础的工兵都要4人口,一个高级点的步兵要6人口,你丫的你限定100人口上限是想做啥?村子械斗都不只这么点人哇!你这还是战争?如果是这样也就算了!你丫的资源上涨就靠总部?资源点呢?没看到!加资源的手段呢?靠每一回合结束的肉鸽随机?!丫的,整天随机一堆技能也就算了,部队和加成手段也靠随机!!!这还要科技做啥呢???制作组你们是真的没玩过肉鸽游戏么?肉鸽游戏最基本的构筑呢??? 看着是给我们提供了美国、英国、国防军和非洲军团四个阵营,还都有自己独特的科技树,但那科技树简单得就连国内最差劲得小工作室做出来得科技树内容都要比它丰富!而且地图页只有5个,就这么点内容竟然还加上熟练度!5个地图位置虽然不一样,但是玩法一模一样!这时候怎么就不加点肉鸽元素了?来个随机地图功能都好哇!!! 要不是有《英雄连3》原有的兵种内容和战斗机制在那撑着,这游戏是真的一点看头都没有!还好意思独立出来当一个游戏本体卖?就这么点内容还卖102?这厚颜无耻的程度都能跟“暗耻”比划比划了!五张地图、四个阵营、12波防守和极其有限的随机内容,就这还想支撑长时间游玩?稍微熟悉下地图和防守套路就很容易失去兴趣好么?这耐玩性还不如当初魔兽地图里随便一个保护雅典娜类的塔防游戏! 整体而言,《英雄连3:最终防线》是真不配单独作为一个游戏本体,要是安安分分的当一个30块的DLC,这水准多少还算差强人意!但是就这么不自量的卖102!你丫的是当这世界上没其他游戏公司了是吧!?除了刚开始几局体验还算不错之外,后面的是真的枯燥到关了游戏就不想再打开的地步了!最起码到目前为止,是真的不值得推荐的!
[h1]中规中矩的扩展包[/h1] [h2]游戏推荐指数:★★★☆☆☆☆☆☆☆[/h2] 对我来说,《英雄连》系列最吸引人的地方,除了真实感十足的战场氛围,还有那种瞬息万变的战局。前一秒你可能还在朝着美好进发,结果下一秒就会被敌人的火炮炸得七零八落,好不容易拿下一个据点,结果侧翼突然冒出一队敌军,又得赶紧把远在天边的部队拉回来救火。 是的,不难看出这是一个容易让人手忙脚乱的作品。 所以,当我看到《最终防线》把重点放在新的防守玩法和随机战局上时,我原本以为它至少能给游戏增加一些重复游玩的乐趣。 但在实际体验之后,我认为这一部的问题并不在于玩法,而是它给出的内容,在我看来其实是好坏参半的。 [h3]随机战局确实有趣,但新鲜感能维持多久?[/h3] 本作的玩法非常简单,要从一堆国家军队里选选择一只,在一张小地图内接下的十二波攻击,保证自己的大本营不被摧毁就算胜利。 先说优点。本作加入的随机元素,确实给每次战局带来了不少变化。不同回合可能出现不同的敌军组合,战场上也会随机发生各种事件,再加上每局能够获得的单位与能力并不完全相同,因此玩家很难像传统遭遇战那样,提前规划好,然后照着计划的那样战斗爽。 在游戏前期,千万不要自信的选择最高难度!由于缺乏局外成长提供的加成,需要在扩充兵力与储备资源之间不停反复权衡,直接变成最烧脑的一集。理论上,应该留出一部分资源,为下一波可能出现的敌军提前准备后手;但由于最高难度下,敌军的进攻路线是无法被直接观测的,我只能抱着“有什么造什么”的想法不断补充兵力,最后在一脸懵逼的情况下被打的溃不成军。 在低难度下,敌人的进攻路线会被提前标出,玩家能够清楚掌握敌军的前进方向,并提前部署部队进行拦截。由于敌人的威胁相对有限,很多时候甚至只需要提前把兵力派过去,战斗没持续多久便会结束。有点过于简单,甚至压力太小了。 接着就是游戏的局外成长,可以肯定的是,它就是为了高难度而量身定做的系统,不仅可以用强化来提升部队的生存能力,还得提前进行侦察,根据敌军的位置和兵种及时调整防线,让整体紧凑的战局变的稍微轻松了点。当战线正式打响,伴随着通讯中士兵的嘶吼、枪炮的轰鸣,以及屏幕上不断迸发的火光,整个战场依然拥有不错的临场感。尤其是在成功顶住敌军一轮又一轮的攻势后,那种守住防线的成就感也确实让人感到解压和享受。 可是玩上几局之后,就能够发现游戏中最大的问题,那就是阵营差距。选择国防和牢美,机枪地堡反人,筒子兵反甲,那就是选择成功。如果选择英国或者北非,如果没能车到好卡那就是纯粹的坐大牢——什么叫让我用at去刮重甲?!我拿尿去滋它吗! 并且从本作的肉鸽随机性来看,其根本问题在于本作的随机系统并没有丰富到足以支撑这种反复游玩的结构。能roll的池子翻来覆去就那么几个,一段时间后很容易感到重复,如果能把前作技能树内的东西多丢点进入卡池应该是个不错的选择。 局外特性也存在不少明显的问题。例如,全阵营通用的步兵生命值加成,在点亮后进入局内,会导致单位升星提供的血量加成无法正常生效;北非阵营的载具射速特性也有点诡异,文本明明写着提升50%的射速,实际进入游戏后,载具的射速反而降低了一半,直接从增益变成了负面效果;美军独有的驻扎射程Roll点同样存在问题,单位虽然获得了额外射程,但当敌人处于原本射程之外时,单位却不会自动攻击,导致还得频繁手动操作。 还有联机模式。理论上,这应该是《最终防线》最有潜力的玩法之一:和朋友分工防守不同方向,共同应对一波又一波敌军,在不断的增援中下意识的爆粗口,想想就很有意思。 但问题是,想找到一个愿意长期玩RTS的朋友并不容易,而游戏目前又没有开放匹配机制,导致合作模式的门槛反而比想象中更高。虽然官方已经表示匹配功能正在开发,但具体还要等多久呢? [h3]最后,总结[/h3] 本作算是一款中规中矩的扩展内容。防守玩法与随机机制确实为战局带来了变化,枪炮轰鸣、通讯嘶吼以及防线濒临崩溃时的紧张感相当刺激。但随着游玩时间增加,有限的随机池、明显的阵营强弱差距,以及部分局外特性失效甚至产生负面效果的问题,也逐渐暴露出来。高难度需要依赖局外成长,低难度又缺少足够压力,再加上联机匹配功能缺席,合作模式的乐趣也难以充分发挥。 [h1][quote=] [table] [tr] [th] 欢迎关注 [b][u][i]U_U鉴赏家培养计划[/i][/u][/b][/th] [/tr] [tr] [th] 关注U_U鉴赏家,开启精彩游戏之旅。 [/th] [/tr] [/table] [/quote][/h1]
我已经玩了大约20个小时。以目前的内容和定价来看,我很难推荐《Final Stand》。 这个模式刚开始确实有一定新鲜感,《英雄连》的战斗系统也很适合波次防守玩法。但玩到中后期以后,问题会越来越明显:地图、单位和大量素材都来自《英雄连3》本体,却没有足够的新单位、新技能、新事件或特殊机制来支撑长期重复游玩。对于这样一个主要依靠现有素材构成的独立模式,目前的价格和内容量并不匹配。 不过,我认为最大的问题甚至不是素材复用,而是局内构筑系统缺少最基本的“受控随机”机制。 玩家在游戏中会不断抽取单位、技能和被动效果,但目前几乎只能完全依靠运气。你可能已经在发展步兵构筑,却连续抽到载具相关强化;可能马上要面对大量装甲单位,却一直拿不到可靠的反坦克手段。到了后期,玩家经常拥有大量花不出去的人力、弹药和油料,却没有办法把这些资源转换成真正能够支撑无尽模式的战斗力。 这种设计会让失败更像是“没有抽到正确答案”,而不是玩家在战术或资源管理上犯了错误。 其实有一个非常简单、也不需要制作新模型和新地图的改进办法:允许玩家消耗资源刷新当前的单位、技能或被动选项。 例如: 消耗人力刷新单位选项; 消耗弹药刷新技能选项; 消耗油料刷新高级单位或被动效果; 允许锁定一个选项,再刷新其余选项; 同一回合内刷新次数越多,价格越高。 这样既能解决后期资源大量溢出的问题,也能让玩家主动修正自己的构筑,而不是完全听天由命。玩家仍然无法保证拿到完美组合,但至少可以通过资源管理来降低坏运气造成的影响。 在此基础上,还可以加入出售无用单位、资源转换、奖励保底、根据现有阵容调整奖励权重,以及每隔一定波数提供一次高级强化等机制。这些改动大部分不需要新美术素材,却能够显著提高无尽模式的策略性和重复游玩价值。 无尽模式尤其需要持续成长手段。如果敌人的强度不断增加,而玩家的构筑却因为随机选项和资源无处可用而停止成长,那么游戏最后就会变成一个数学上注定失败的过程,而不是对玩家构筑和操作能力的考验。 我并不反对素材复用。只要复用能够产生新的决策和玩法,现有单位和地图完全可以继续使用。但目前《Final Stand》更像是把《英雄连3》的现有内容放进了一个尚未完成的随机三选一框架里,然后以独立产品的价格出售。 我愿意继续玩这个模式,但目前继续投入时间的机会成本太高。每一局可能持续很长时间,最终却可能因为始终没有抽到核心单位或强化而失去继续推进的可能。 希望Relic至少考虑加入资源刷新奖励的功能。这应该是成本相对较低、效果却非常明显的改进,也能让玩家真正利用自己在局内积累的资源和判断力,而不是单纯依靠运气决定一局游戏能走多远。 I have played Final Stand for around 20 hours, and in its current state, I find it difficult to recommend. The mode is enjoyable while the initial novelty lasts, and Company of Heroes is naturally well suited to wave-based defense. However, its limitations become increasingly obvious in the mid and late game. Most of the maps, units, and assets are reused from Company of Heroes 3, while there are not enough new units, abilities, events, or unique mechanics to support long-term replayability. For a standalone mode built largely from existing content, the current price does not feel proportional to the amount of content provided. However, I do not think asset reuse is the biggest problem. The more serious issue is that the in-game build system lacks even the most basic form of controlled randomness. Players repeatedly receive random units, abilities, and passive upgrades, but there are very few ways to influence those choices. You may already be building around infantry and repeatedly receive vehicle-related upgrades. You may be approaching an armored wave without being offered a reliable anti-tank option. In the late game, players can accumulate large amounts of manpower, munitions, and fuel with almost nothing meaningful to spend them on, while still being unable to obtain the key units or upgrades needed to support an endless-mode build. As a result, failure often feels less like the consequence of a tactical or economic mistake and more like the result of simply not being offered the correct tools. There is a very simple improvement that would not require new models, maps, animations, or voice acting: allow players to spend resources to reroll their current unit, ability, or passive choices. For example: Spend manpower to reroll unit choices. Spend munitions to reroll ability choices. Spend fuel to reroll advanced units or passive upgrades. Allow the player to lock one choice while rerolling the others. Increase the reroll cost each time it is used during the same wave. This would solve two problems at once. It would provide a meaningful resource sink in the late game, and it would allow players to actively correct or develop their builds instead of relying almost entirely on luck. Players would still not be guaranteed a perfect build, but good resource management could reduce the impact of bad RNG. The mode could also benefit from selling unwanted units, converting resources, guaranteed reward categories, weighted rewards based on the player’s current army, and periodic high-tier upgrades. Most of these systems would require limited new art production, yet they could greatly improve the strategic depth and replayability of the mode. Endless mode especially needs a way for players to continue scaling. If enemy strength keeps increasing while the player’s build stops improving because resources have no useful purpose and the reward system refuses to provide necessary upgrades, then the run eventually becomes mathematically unwinnable. That is not meaningful difficulty. It is simply a progression system reaching a dead end. I do not object to asset reuse by itself. Existing units and maps can still create an excellent game if they are reorganized into a system that produces new decisions. At the moment, however, Final Stand feels like existing Company of Heroes 3 content placed inside an underdeveloped random-choice framework and sold as a standalone product. I would like to continue playing this mode, but the opportunity cost of doing so is currently too high. A single run can require a significant amount of time, only to become unsalvageable because the player was never offered the units or upgrades required for a functional late-game build. I hope Relic will at least consider adding resource-based rerolls. It would be a relatively low-cost change with a major impact on the experience. It would allow players to use the resources and strategic judgment they develop during a run, rather than letting luck determine how far that run can realistically go.
- Small maps - Everything is "Fixed" and preset. - 10 levels then its endless. - Balance is utter garbarge for Solo. - A whopping 5! maps. - No way to alter attack routes or preset static defences. (No roadbloacks . etc) - Deep rogeulite progression being a small tech tree , Shallow as a puddle. - AI has a handfull of patterns to select from. - Endless replayability absolutely not. - Bulld your own battle group is a lie (Here's 2 random cards pick 1 and goodluck) Absolutey not worth 28,- Go buy Call to Arms: Gates to hell for a better experiance. Avoid this.
Fun game but having sank some hours in I can't quite recommend it at this point in time. Ignoring the price complaints (I clearly got my money's worth), there just isn't quite enough here to justify prolonged play. For starters, the roguelike system isn't quite roguelike enough. Over the course of a match you'll end up with 6 units from the entire roster, sometimes you get completely useless things (it's random, it's to be expected) but it does also mean that every faction just falls back into it's default mode (US - Garrisons, Wehrmacht - Bunkers, Britain - Infantry spam, DA - Whatever they do) and that's usually the optimum play. There aren't enough perks, and vehicles don't come along early enough for there to be any real variety so every match pretty much goes the same way. Turtle, and then late game get a tank or two. The perks also reinforce this, adding minor boosts that don't really change the game plan at all, just reinforce what you're already doing (Garrison buffs for US, Infantry buffs for Britain etc), and then there are some default perks that are just pointless (extra explosion radius on mines, I've not seen a single person use mines!). It's the Nightreign approach to perks, incremental changes rather than anything that you can truly break the game with. Which would all be fine, but it just needs a bit more variety, more unit variety, more maps, more events that required you to move about a bit. The biggest peeve of mine right at this moment is that the perk tree cannot be completed! For some unholy reason the maximum amount of perk points you can earn is 7495, the tree requires 7745 to fill out. Which means I'm currently sat on Britain's tech tree with every perk filled except 2 which are both 4/5, I have 210 perk points I can't spend (the last points are 230 each) and cannot earn anymore so will forever be 250 short (1 full match of perk points!). The tree will be forever unfulfilled, same as me. A fitting conclusion for this review, so close, yet just a bit too short on content and variety.
As much as I like Company of Heroes 3, I just had to refund this. You know in skirmish mode when you set up defenses and enemies constantly attack and you defend? Imagine that except you're paying $30 for ONLY that. It's simply not worth the money and incredibly barebones.
Stay Away from this garbage. They are asking 30$ for this. I saw mods with more content. Disgusting devs. Do not believe their trailer, it is nothing like that. Fake marketing.
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