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A  screenshot from a typical Close Combat battle
A screenshot from a typical Close Combat battle

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

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, Stalingrad, Over the Reich and Third Reich. 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), with CCV by SSI as a trademark of Mattel Interactive.

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 Studios, which contracted with Simtek Ltd for completion of some military simulations. Destineer Studios licensed the commercial game codes to Simtek Ltd with a licence with Matrix Games to publish the titles. This also involved developing more Close Combat titles based on the CC Codebase, both re-releases and new releases. Simtek and Matrix Games published CC Cross of Iron, after this Simtek closed for business and all work was taken on by S3T (Strategy 3 Tactics), a division of Matrix Games. Current development of the CC code is being undertaken by S3T and being published by Matrix Games. The license for the CC code is currently held by S3T with Destineer Studios.

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.

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.

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.

Titles

There are currently eight actual Close Combat games in the series, an unpublished game, and one upcoming game:

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.

3D versions

There have been several attempts to develop Close Combat as a 3D by developer Eric Young who also worked on many of Atomic's other Close Combat titles, the first being GI Combat (2002). The game was not a commercial success, and Young took the project to Matrix Games, who released Eric Young's Squad Assault: West Front in 2003. The latter also garnered negative reviews from critics (though many players staunchly defended it), centred mainly on issues with the interface and pathfinding of vehicles and soldiers in the 3D environment.


List of Mods

Real Red, Western Front, Commonwealth Summer

Extra rules

Extra rules

References

External links


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