Close Combat series

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Close Combat is the name of a series of real-time tactical (RTT) computer games by Atomic Games. In the Close Combat RTT games, the player takes control of a small unit (platoon or company sized) of troops and leads them in battles of World War II from a top down 2D perspective.

Contents

[edit] History

Close Combat was developed as a computer game version of the acclaimed Avalon Hill boardgame Advanced Squad Leader (ASL). The primary consultant for the morale model was Dr. Steven Silver, a combat-related trauma specialist. Atomic Games had already developed several games for Avalon Hill, such as Operation Crusader, and Stalingrad. However, with Avalon Hill embroiled in a financial crisis that would ultimately lead to its demise, Atomic Games took what work they had completed, severed ties with the boardgame franchise and completed the game's development for Microsoft. The first three Close Combat games were notable, at the time, for being among the few games published by Microsoft. The final two games in the original series were, however, published by Strategic Simulations, Inc (SSI).

Close Combat I and II were distributed for both Microsoft Windows and Apple Mac OS. Later versions were released for Microsoft Windows only. In 2005, Atomic Games was bought by Destineer. Destineer licensed the game to Matrix Games to develop three more Close Combat titles. Matrix Games hired S3T, formerly CSO Simtek, which is now developing these titles.

The five original Close Combat games were real-time tactical (RTT) wargames, with a top-down perspective and two-player capabilities. Each was set in a different European theatre of the Second World War. Each game included a mixture of infantry and armoured units, whilst the later games also included artillery, mortars and air support. Although viewed from a top-down perspective, the later games modelled terrain elevation, and included buildings with multiple floors and viewable sides. The overall tone emphasised realism, and modelled the emotional or physical state of the soldiers and equipment which included, panicked, beserk, burning, incapacitated, pinned and many others.

[edit] Innovations

There were five innovations in the Close Combat games compared to previous titles, which combined to make Close Combat more realistic than most RTT and RTS computer games:

  • Mental condition: Close Combat used a psychological (morale) model for each individual combatant. The combatant's morale would be affected by factors such as: being near officers, being supported by other units, being under fire, taking casualties, and being left without orders . Troops would be Stable when they there were in no danger, Cowering when pinned down by enemy fire or Panicked when surrounded by dead comrades, wounded or near enemy flamethrowers. The use of a psychological model made certain tactics common in RTS games, where the units will follow suicidal orders, impossible in Close Combat. For example, attempting a "mass rush", in Close Combat, would result in units seeking cover, refusing to obey orders or even deserting.
  • Experience: In Close Combat, reserve units or newly replaced troops would fire and move more slowly and be more likely to panic. Because of this, they would be unlikely to prevail against veteran troops. This is unlike most RTS games where all troops of a particular type act similarly.
  • Ammunition levels The game also modelled the amount of ammunition each unit possessed. Troops in a heavy fire-fight would quickly run out of ammunition. Once out of ammunition they would resort to bayonet fighting, or surrender to any enemies that approached them, although they could also scavenge weapons or ammunition from fallen friendly and enemy soldiers. This is in contrast to most RTS games, where units have unlimited ammunition supplies.
  • Physical state: In Close Combat, troops could be Healthy, Injured by enemy fire (in which case they would move and fire more slowly), Incapacitated if enemy fire caused the soldier to be unable to fight and finally Dead. This is in contrast to most RTS games, where units fight and move regardless their closeness to death.
  • Stamina: In Close Combat, troops could be Rested, Winded after exerting themselves, in which case they would move slower until they were rested again, and Fatigued, after prolongued exertion, slowing them down for the rest of the battle. This is in contrast to most RTS games, where units do not tire.

[edit] Tactics

The factors above meant that the game required realistic military tactics, such as careful placement of troops in cover, ambush, advancing under cover and using terrain or smoke-screens to cover advancing troops. Effective management, such as keeping teams near their officers, not sending green recruits on assaults and maintaining fire discipline so as not to run out of ammunition were also necessary for the player to prevail. Supporting infantry with support teams such as machine guns, tanks, and mortars proved to be a necessity in most battles.

For this reason the games were not for everyone, as relatively slow and cautious play was often rewarded. However, aficionados of the game maintain that once this change of pace was absorbed the games were engrossing and full of tension.

[edit] Titles

There are currently five real Close Combat games in the series, one other very similar game, an unpublished game, and one upcoming game:

  • Close Combat (I) (1996) - Taking place on the Omaha beachhead and inland to Saint-Lô. The player is in command of German or American troops fighting at the beaches or in the hedgerows.
  • Close Combat (II): A Bridge Too Far (1997) - Taking place in Netherlands during Operation Market Garden. German, British, American or Polish troops fighting to control strategic bridges. This version was featured in the Top Ten Real-Time Strategy Games of All Time by GameSpy and in the 50 best games ever by PC Gamer Magazine.
  • Close Combat III: The Russian Front (1999) - Depicting the whole German campaign against the Soviet Union on the Eastern Front (World War II). The player can command either German or Soviet troops on the plains and in the cities. This game does not have the strategic movement phase present in the other games.
  • Close Combat (IV): Battle of the Bulge (1999) - Taking place in the Ardennes during the winter offensive in 1944. Germans or the Americans in the snowy forests.
  • Close Combat (V): Invasion Normandy (2000) - Back in Normandy, this time on Utah Beach. the player must fight for the control of the Cotentin as either Germans or Americans in fields and towns.
  • The Road to Baghdad (2004) - Depicting the recent 2003 invasion of Iraq, Global Star Software and Take-Two released this game that uses the Close Combat engine, developed by Atomic Games. This title was actually a rushed and poorly executed commercial release of the CC:Marines trainer.
  • Close Combat: Marines (2004) - A training tool developed by Atomic Games for the Department of Defense to help train Marines.
  • Close Combat: RAF Regiment (2006) - A new training module for the British Royal Air Force Regiment, which is an airfield protection force. It has been rumoured that a modified version will be released commercially to the public. It is currently in its Alpha state, meaning it is not fully completed, but is being used. A number of press releases can be found on the CSO website linked below.[citation needed]
  • Close Combat (III): Cross Of Iron (2006) - This re-release of CCIII includes modified AI, mod support, H2H client, Online campaign and other new features. Developed by Simtek Ltd and published by Matrix Games.
  • Close Combat: Modern Tactics (2007) - An enhanced commercial release of Close Combat:Marines.
  • Close Combat (V): Re-Release (2008) - The re-release of Close Combat 5 is scheduled for this year sometime. Information is very limited but we do know many of the bugs are being looked into and possibly Battle of the Bulge and some mods may be included. This version is currently undergoing beta testing.
  • Close Combat (VI) or Close Assault - Currently in the early planning phase with no release date known. The game is being developed by S3T, a subsidiary of Matrix Games formerly known as CSO Simtek.

[edit] Mods

Close Combat was created in such a way that it was highly moddable. Since the initial release of Close Combat 1, tools to create mods, and mods surfaced. Any player can take one of these games, with some tools and recreate their favorite theatre of war and post it for download by the community. This relationship between Close Combat and its fans has given the game an enormous amount of replayability value. These mods, and the community have given Close Combat a long life.

Generally, the mods can change things such as weapon types, vehicles, soldiers, terrain and ammo as well as many other attributes. Some mods change every aspect of the game, such as CCV - Gold, Juno, Sword. Other mods focus on changing the underlying data, such as CCIII - Real Red. Finally, some mods change a very specific aspect of the game, like adding Nebelwerfer to the German Battle Groups. Overall, there are more than 150 mods to download and play from most theatres of WWII.

[edit] Multiplayer

The most rewarding experience of Close Combat is playing against a human opponent. The challenge, aggressiveness and suspence far exceeds what the computer AI can offer. There are many clans to join which participate in regular clan wars and internal events. There are a number of places to find an opponent for most versions.

CCI - Currently not playing online anywhere.
CCII - Players meet regularly at Battle HQ. Download the client here http://www.wargamer.com/battlehq/.
CCIII - Players can meet using the GameSpy Arcade client located at http://www.gamespyarcade.com or by using Battle HQ.
CCIV - Gamespy Arcade or Battle HQ.
CCV - Gamespy Arcade.
CoI - Battle HQ only.
CCMT - Battle HQ only.

Firewalls have been one of the most debilitating factors for online play. Quoted from the readme.txt file,

If you are playing behind a firewall or proxy server, the ports 47624, and the range 2300-2400 must be open for both inbound and outbound TCP and UDP traffic.

Players having trouble with their firewall can http://www.portforward.com/ and find your model. Instructions are available to open those ports. For those gamers still unlucky enough to unblock their ports there is another hope. Download Hamachi at http://www.hamachi.cc. This program is a zero config virtual private networking utility. You can download and install in under 10 minutes. Close Combat gamers who have had firewall problems have had success.

[edit] 3D versions

There have been several 3D tactical combat games developed since Close Combat was released. The first was Combat Mission Beyond Overlord (2000), followed by Combat Mission Barbarossa to Berlin (2002), Combat Mission Afrika Korps (2004), and Combat Mission: Shock Force (2007), all published by Battlefront.com.

Another 3D tactical combat game was developed by Eric Young, who had previously worked on a few of Atomic's games. The initial release was GI Combat (2002), followed by Eric Young's Squad Assault: West Front (2003). The latter was published by Matrix Games.

[edit] References

  • Trotter, William R.. Microsoft Close Combat - A Bridge Too Far: Inside Moves. Microsoft Press. ISBN 1-57231-634-9. 

[edit] External links