Thursday 15 August 2013

My first post

Hello.
This is my first real blog. Im Antony_nz.
And im worlds biggest Close Combat fan. Its quite simply the best war game ever made.



Here is the Forum i like to use.
http://www.closecombatseries.net/CCS//modules.php?name=Forums

Here is the download section.
http://www.closecombatseries.net/CCS//modules.php?name=Downloads

This is the Wikipedia of Close Combat.
http://en.wikipedia.org/wiki/Close_Combat_(series)

Here are some key facts about the game that i have copied and pasted from Wikipedia. I want readers to realize why Close Combat is the best war game ever made.

*The primary consultant for the morale model was Dr. Steven Silver, a specialist in combat-related trauma.

* game includes a mixture of infantry and armored units, whilst the later games also included artillery, mortars and air support.

* modeled terrain elevation, buildings with multiple floors and viewable sides

* emphasized realism, that modeled the emotional or physical state of the soldiers and equipment which included, panicked, berserk, burning, incapacitated, pinned and more.



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 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.

Scavenging: Starting from the third installment in the series, soldiers that expended all ammo could be moved into close vicinity of dead soldiers to take their ammunition. If no ammunition was present at times they would pick up whatever weapon the dead soldier had. Enemy weapons could be picked up as well. However, enemy ammo cannot be scavenged by itself.
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 of their closeness to death.
Stamina: In Close Combat, troops could be Rested; Winded after exerting themselves, in which case they would move slowly until they were rested again; and Fatigued, after prolonged exertion, slowing them down for the rest of the battle. This is in contrast to most RTS games, where units do not tire.

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.

Players also have to make effective use of combined-arms tactics to be successful in Close Combat. 
Infantry assault require support from machine guns, tanks, and mortars, to suppress enemy fire.
Armor units also require screening from infantry units. Although they possess superior firepower, tanks are vulnerable to ambushes from bazooka or panzerschreck units, especially in close quarters such as a town or forest, where the ambushing infantry can wait to have a shot at a tank's vulnerable flank or rear armor. Tanks are also vulnerable to fire from concealed anti-tank guns, or ambushing tanks, which may wait to fire until the enemy presents his flank or rear.

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