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One of the most exciting boardgame ports
in the industry was the anticipated conversion of Avalon Hill's
Advanced Squad Leader. Beyond Squad Leader, the product of a
close association between Atomic Games (of the V for Victory series of
computer wargames) and the mighty Microsoft was going to rock our
world. Unfortunately, things didn't quite work out on the
business side. Avalon Hill and Atomic parted ways and
Atomic/Microsoft decided to press forward with their own idea of a
WWII detailed tactical combat sim.
Thus was born the Close Combat series.
Close Combat (1) was set roughly during the Normandy invasions, but
was extremely narrow in scope as it was basically a tactical engine.
More importantly, it exhibited an impressive set of technologies (and
in fact was pushing the limits of the computers of the day - unheard
of for a "serious" wargame). Effectively, it
introduced a niche between the RTS genre and realistic simulations,
using detailed weapons, statistics, and an individual-unit AI system
that allowed every entity on the field to exhibit certain more
realistic behaviors than the previous binary standard (where units
were either gung-ho and obedient, or broken and running).
Listening to their customers (and the
cash registers ringing) Atomic developed CC2, which was set in the
Market Garden Operation. CC2 added a large element to the CC
series, that of a strategic map. Units could move at an
operational level on a larger field, giving the players more of a
sense of being "part of something".
But gamers are never universally happy,
are we? There was a lot of USENET traffic about the scope of
Market Garden being a bit too overwhelming, demanding (in real time) a
little too much management from the overwhelmed player.
Therefore, for CCIII Atomic moved the
focus to the East Front (a long time favorite of WWII gamers) and
tried to mix the operational and tactical levels more effectively by
designing linked campaigns and (shades of its Squad Leader origins)
emphasizing the development of a single leader which represented the
player on the battlefield. CCIII was basically a success (in
fact we gave it an Editor's Choice award), but gamers were beginning
to take it more seriously as a simulation and therefore subject it
more intense criticism. The limited number of units per side was
a burdensome restriction in the East Front theater, as (at least in
caricature) the battles were typically one of "quality"
(German) vs. "quantity" (Russian). Quickly, the German
player would max out in force points and formation spaces, and the
Russian would match it ending up in a "quality" vs.
"quality" battle where infantry played little role.
Atomic has once more gone to the well
and developed the newest title in the series, the appropriately-named
Close Combat IV. A lot of changes - mostly in the philosophy and
systemic levels, leaving the mature and stable engine beneath it all
largely unaltered - suggest that CC4 is once again a notable step
forward for the game.
First, they've returned to the West
Front, namely the Ardennes Offensive (more commonly known to Americans
as the "Battle of the Bulge"). Historically, this was
the late-war gambit by the Germans to split the western allies by
driving between them for the port of Antwerp. Some consider it
to be the largest land battle of the war, with 29 German divisions
attacking a quiet sector of the American front, eventually enmeshing
31 American divisions and a combined total of over a million men.
After consideration, I think Atomic
realized that the west front - where the quality/quantity discrepancy
between the sides wasn't so extreme - was a better area to simulate.
In sheer numbers, the sides were much closer and a small battle
between representative groups would be more "realistic" in
terms of extrapolating the results to the overall course of the battle
than on the eastern front.
Further, the Battle of the Bulge offers
a good mix of battles for set piece scenarios - meeting engagements,
holding actions on both sides, encirclements, a good mix of late war
weaponry, and (very important in simulation of 1944-45 actions) an
event in which Allied airpower was limited, allowing actions on the
ground to be decisive.
As I mentioned above, the essence of
the game is unchanged from CC3; combat takes place in real time.
Tanks roll and rumble down the streets while infantry scuttles from
cover to cover seeking to engage the enemy at close quarters.
Graphically the game seems to be slightly improved, with unit
animations looking smoother (more frames?), while explosions, smoke
and map damage (rubble, etc) looks more realistic. The sound
archive has been expanded with differing sounds for different caliber
shot striking armor and other ear-candy.
The biggest difference is in the
operational level of detail. Falling between the monster-scale
Market Garden strategic map and the micro-strategic CC3 linked
campaigns, the "strategic" map in CC4 represents the entire
Ardennes theater. Both sides move icons of their forces (feeling
very much like the Bulge board wargames) around on this map.
When two sides' forces occupy the same zone, combat is resolved by
moving to a tactical map representative of the area - a critical town,
junction, or geographic feature. The "icons" of the
various force structures are then resolved into their actual tactical
elements - individual squads, vehicles, and guns.
Finally (blatantly missing in CC3) you
have control over your artillery and aircraft assets. Allocated
at the strategic level, this gives a great "feel" to the
game: the player really is managing their assets as best they can,
trying to concentrate the divisional- and army-level support where
it's desperately needed.
Importantly for the Bulge battles,
movement is critical. Tactical maps have exit points that have to be
controlled to allow movement into or out of a map in that direction.
This is a very welcome addition, making strategic flanking movements
not only possible but likely if your units concentrate
excessively. Another great addition is strategic fuel
management - making it possible that the devastating Tiger unit which
you've been using to freely crush American resistance suddenly begins
the next scenario immobilized - not a good thing for you.
The game includes a lot of single map
scenarios, as well as mini campaigns detailing only subsectors of the
whole operation. Of course, there is the monster campaign
allowing the player to game either the German or Allied (American)
sides of the entire Ardennes offensive. Be warned - I highly
recommend playing the mini campaigns to get a feel for the
higher-level operations. As in the historical Bulge, the
Americans start the general campaign rocked back on their heels and
have to fight slowly backwards making the Wehrmacht pay as dearly as
possible for every map gained. The German player has to make the
most of this early potent advantage as eventually and inevitably the
US reinforcements and airpower will prove telling.
Atomic has, once again, gone to the
well with the Close Combat series. As before, they've made
significant improvements to the game while keeping the successful bits
intact. Some may call it "only" an evolutionary title,
but I think that's praiseworthy. Change for the sake of change
is pointless; changing (only) the things that need changing while
improving everything else - well, I call that a darn good philosophy.
CC4 will advance the already-successful reputation of the CC series
and Atomic Games. This one's a winner.
If you like to comment on
this review, please post a message at the forum.
Previewed by Steve
Lieb |