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Originally started by Microprose and Atomic as a computer port of the
popular Advanced Squad Leader series, the Close Combat series was
destined for greatness. Unfortunately,
the precipitate withdrawal of Avalon Hill spelled the end of that
dream. The project had a
life of its own, though. Atomic
went back to the drawing boards and the rest was computer wargaming
history.
First out of the stable was Close Combat (1). Set in Normandy and utterly departing from boardgame
conventions, the game itself was almost a backdrop to the technology
in the engine beneath. Amazingly,
every soldier in the game was depicted, and moreover had his own AI
– was he scared, excited, determined, tired?
Each unit was made up of realistically modeled soldiers with
different attributes and abilities.
Run a MG team across a street, and no longer was it quantized
as a “unit” crossing the street en masse (ala the long-standing
wargame paradigm). Instead you saw the loader dash across the street
first, and the poor bastard lugging the gun chugging along behind.
The graphics too (as I recall – it’s starting to dim as ancient
history) were outstanding for the time – the sprites were accurately
modeled overhead views of the various units and vehicles (including
the graphic blood pooling around slain soldiers).
The terrain (admittedly, in CC1 it was pretty flat) was equally
well represented, buildings having multiple heights, and LOS was
modeled accurately, rather than using contour-line ‘steps’ or
other fudges.
Each revision since then has been an improvement over the original.
CC2 was set during Operation Market Garden, and introduced a
major addition in the form of an operational facet to the game.
“Off-map movement”, long term goals, and strategy (as
opposed to tactics) also became important.
CC3 finally put the series on the eastern front, and introduced a
campaign game as an essential element to the Close Combat player’s
experience, rather than as a simple adjunct of a few loosely linked
scenarios. I felt it was
the best of the series thus far (some CC2 players would roundly
dispute that), but there were some valid concerns in the community
regarding the direction the game was taking. Specifically many
complaints were also aimed at the combat modeling, the rudimentary
artillery implementation, and the reduced cover values causing a
butchery of the poor bloody infantry.
Departing from the relatively “pure” infantry battles that
were the heart of the series thus far, CC3 also moved to more of an
armor-dominated game – the campaign engine invariably ending with a
90/10 mix of AFV to infantry at best.
Fortunately the system had been left deliberately open to
‘tinkering’ by players, and the players came through with a number
of mods that tightened the weapon performances and forced the engine
to provide more combined-arms challenges throughout the game.
The first evident change in this iteration is that Close Combat IV: The
Battle of the Bulge comes to us now from SSI as a publisher, instead
of Microsoft. But more
importantly for players, it now brings the latest “CC” back to the
west front during the German Ardennes offensive.
A last gasp of the Wehrmacht in the West, the offensive historically was
a gamble to drive a wedge between the US and Commonwealth armies.
This was meant to force the Allies to the bargaining table in
light of the inevitable Soviet offensives the German General Staff saw
forming in the East for the coming spring.
The Germans managed to deluge a quiet sector of the American front with
surprise concentrations of men and materiel, overrunning and
annihilating green US troops with the largest armies in the western
war. More than a half million men were engaged on both sides, as
crack German troops drove through unprepared defenses and quickly
burst onto rear areas. Overcast
skies favored the Germans, preventing the might of Allied airpower
from being applied to the attackers restricted to the narrow and
confining Ardennes road net. Nazi
teams, led by the infamous Otto Skorzeny, parachuted behind the lines
dressed as American MP’s, misdirecting traffic and causing a
disproportional amount of confusion and paranoia in Allied HQ’s.
The security of the entire front teetered in the balance as US forces
gave way in a deep salient, the 101st Airborne the lone
holdouts in Bastogne, the only exception to the litany of German
successes.
But as the Germans were aware – if the offensive took too long, the
result was almost inevitable. As
the battle progressed, the tide of fortune eventually started to turn
against the Germans. Their
Panzer divisions, equipped with the best tanks of the war, began to
run out of fuel and ammunition. The
skies eventually began to clear, allowing massive concentrations of
Allied airpower and artillery to hammer on Nazi columns, supplies, and
staging areas. Patton in the south and Montgomery in the north had each
mobilized relieving forces at the shoulders of the salient and began
to drive it closed.
The great offensive that had been the optimistic hope of Hitler and his
Wehrmacht became an ignominious retreat, as units abandoned vehicles
and raced eastward – desperate to escape before the pocket closed
behind them.
CC4 casts you as either the Germans or the Americans in these momentous
days. Players re-live the intensity and desperation of those fateful
battles through an impressive array of scenarios, mini- and full
campaigns. The British
involvement is not included, which is an unfortunate but not serious
omission, given the overwhelming proportion of American troops in the
counterattack.
Essentially, players of the previous games in the series should
recognize that CC4 is CC3 on the west front.
The graphics are just as good as CC3 – highly detailed and
very realistic, and the sound suite is Close Combat series standard:
excellent. For those new
to these games, CC4 won’t disappoint – the unit sprites are
completely convincing, vehicles casting shadows as they move, and
billowing clouds from smoke rounds realistically rising and
dispersing. Sounds range
from the panicked shouts of your men to gunfire – realistic gunfire,
sounding like digital recordings of the actual weapons.
You’ll not soon forget the characteristic “ripping” sound
of an MG42. Unlike many
games, the background chatter isn’t random noise either; your
personnel are telling you things that you need to know based on events
in the game occurring around them!
The interface and the play of the game on the tactical level are
identical to CC3. Unit
orders are an easy right-click away; a dropdown list gives you
potential orders: move, move fast, sneak, fire, smoke, defend and
ambush. Clicking on any
of the movement alternatives allows you to then left-click the
destination (or waypoint) for that unit.
The fire commands are similar, but the line between the unit
and your cursor is green if the LOS is clear, red where it’s
blocked. (This would have
been a mechanic well applied for movement, had it represented rough
going or even prohibited movement in that context.
Unfortunately it does happen that the player must keep issuing
move orders through tough terrain only to get repeated responses of
“No clear path!”)
Play is real-time, and intuitive – your tanks sneak down lanes as your
infantry leapfrogs from house to house, when suddenly an enemy AT gun
is identified (usually by the WHAM as it slams into your glacis and
the crew is shouting “bailing out!” into your ears).
Your units pause and deliver cover fire, as further back units
rush up to catch the enemy unit in a crossfire.
Your tank crew, caught in the open as they dismount, is cut to
pieces by nearby LMG. You
pop an artillery marker on the enemy strongpoint and call for a
barrage, and the WP smoke plumes neatly over their position (even its
shadow is consistent). Very visceral and very satisfying.
Linking the tactical maps is the strategic map of the Ardennes region.
Divided into irregular zones centered on critical junctions or
towns, each side’s representative formations are moved around on a
daily basis on this map from one zone to another, and where German and
American formations occupy the same region, a tactical battle is
fought. Also on
this map, the player has a chance to employ their air and artillery
assets, adding them to critical battles or husbanding them for later
crises.
Interestingly, each tactical map is linked to the strategic zone by
entry/exit points. Control
of one of these at the end of a battle prevents the opponent’s use
of that road during his strategic move.
This is a neat feature, and leads to some interesting
possibilities in which you can strategically encircle and isolate a
strongpoint that fails to fall to the initial assault.
Of course, as this is the case they’d have been remiss in not
modeling the consequences of supply (and being out of it, more
specifically). Allied
supply dumps ring the map, and are critical resources to keep the
flagging German forces supplied in the mid-campaign.
In implementing their strategic engine, the designers have made their
main break with CC3. Sadly,
it’s not that great a thing. They
have given us a real battle-generator, and allowed us to have a
meaningful larger context in which these battles are fought.
Likewise, they took a lot of flak from USENET and their own
forums on CC3’s inability to model artillery or air support, and
this engine now puts the use of such resources at the player’s
fingertips. But CC4 remains a tactical game in all but words.
This strategic engine is pretty shallow and doesn’t let the player
deviate from the scripted chain of events significantly.
First, the main restriction is the limit of one formation per
strategic zone. This is
pretty frustrating. Further, strategic movement is much like Diplomacy
– units can only move around if unopposed, and will cancel their
move if a friendly unit occupies the destination already. Despite the presence of an armored battalion right down the
road, you cannot ADD them to the weak front line infantry unit –
either disband the infantry, or let them get killed to ‘clear the
way’ for the tanks.
Moreover, the ability to allocate support (artillery and air strikes)
assets is also limited to one “module” each per zone – forget
concentration of fire, you must piecemeal your fire across many
sectors. The artillery itself I found unimpressive – OBA fire is
represented (always) by 4x 80mm mortars firing simultaneously (40-60
shots) which might knock out a light AT gun but rarely have much
effect on obstacles or dug-in troops. When it’s available it’s ALWAYS available, and nearly
immediate in application. (Both
air and artillery availability are announced a few minutes into each
scenario, probably to represent the delay between ordering such fire
and it arriving.)
I will credit it, however - the strategic engine does a good job of
keeping the battles near to an ‘historical mean’ in terms of
infantry/armor proportions, preventing the all-armor slugfests so
common in CC3.
Infantry combat is as lethal as CC3 (cover values were reduced in CC2
and haven’t returned), making battles a somewhat set piece affair.
Moving infantry is very vulnerable unless totally protected
from observation, even when sneaking in forests.
Basically, unit placement at the start of scenarios is
critical, as they won’t survive laterally redeploying very much.
The unit and individual info screens are also present as
previously, giving the player a super-detailed look at the condition
of the individuals under their command.
Vehicles are again quickly dominant on the battlefield, although I found
the AI’s placement of AT assets to be slightly better than CC3, and
the movement of unsupported armor is realistically restricted by the
chance of a “gotcha” bazooka or panzerschreck attack.
Unfortunately the maps are so small that again, placement is
critical – on the attack or defense it’s likely that you will be
under fire almost immediately. I
also found that AT assets seemed a bit too lethal – the first shot
of a light AT would frequently immobilize my Panthers, and (to my
advantage, but rather surprising) that a bazooka shot to the side of
Jagdtiger KILLED it! (“Soldier, what did you PUT in that gun?”)
The AI still has a frustrating tendency to break cover and run under
your guns. I found that
(on offense) the only scenarios that were challenging were where you
as the attacker were channeled by mines/river/etc into suicidally
narrow firelanes. (HERO
level difficulty were all pretty tough no matter what, though.)
On defense (typically as the Americans) your armor was likely
to be slaughtered rapidly by well-sited initial placements of German
guns, but once that pain was over, it was relatively easy to use the
rest of your forces to ambush and eliminate the attackers.
One of the greatest new features is measuring morale – no longer do
sides fight “to the last man”.
A scale displays as your or the enemy’s forces take losses,
your morale sinks. I
noted that significant units (tanks, etc) when lost are
disproportionate morale-hits, which I think is very credible.
I didn’t see however that this scale would ever reverse (by
the seizure of victory locations, for example).
I think this (and the timer limit) is a good mechanic for
keeping the battles limited in duration, which is a huge improvement
over CC3 where the game could be interminable.
Speaking of multiplayer, head-to-head CC4 is (as the rest of the games
were) supported by the MSN gaming zone, Mplayer, IPX, serial, etc. and
is always fantastic. Obviously,
many of the complaints about the AI are N/A when playing against a
human, making for a much, much more interesting game.
I found that flank security, snipers, and ambushes are all far
more critical in a Human/Human game, and returns the gameplay much
more closely to the spirit of intense infantry combat from the earlier
CC games.
The editor function lets you build battles either in one zone or craft a
whole campaign (within the context of the Ardennes setting).
It seemed to be the result of a great deal of work, but I
couldn’t ever get it to function – even after reinstalls, and
trying to open/edit a current scenario, I kept getting “bad data”
errors. I haven’t seen
anything about this from anyone on USENET, and am still waiting for an
answer from SSI.
Reviewing and rating Close Combat 4 is not an easy task.
It’s the fourth version in the series, and there are some
glaring things that haven’t yet been fixed.
Infantry transport is not possible, either as passengers or
riders. Towing guns is
still also N/A. I
found on Hero level that the AI’s competence was suspiciously good
– a German AFV facing north was the target of a stealthy approach by
a team of engineers with flame-throwers, etc.
Somehow, that AFV with no enemy infantry nearby and taking fire
from other tanks in the north, noticed the approach of these fellows
THROUGH THE THICKNESS OF A BUILDING TO THE SOUTH and swung its turret
to destroy them the moment they entered the opposite side of the
building. What the heck?
Moreover, I find that I play a lot of this game at the zoomed-out level,
to have the best possible picture of what’s happening (I find this
is the only counter to my poor human brain’s inability to match the
computer at managing simultaneous events J).
However, as in CC3, this screen shows almost nothing about
what’s happening to the player’s forces.
There are no signs of enemy fire (considering you can take fire
without spotting the enemy, this can be serious when you are trying to
find out WHO is being shot at) nor artillery beaten zones.
Lines of fire that appear “good” at this level are
frequently contradicted by the zoom-in view.
Despite the litany above, I liked CC4 and will play it for quite a while
(the full campaign will take a substantial amount of time – assume
an hour per battle it could be well over 50 hours) but I can’t help
feeling a little disappointed. It’s
probably that I had over-anticipated its value, but I think their
campaign system – in my view the main change between CC3 and CC4 -
should have been a great deal better.
In fairness, as I said at the beginning of the review,
potential buyers MUST remember: CC4 is essentially CC3 on the western
front, and that (no matter what my excessive hopes were) is
one damn good game. It definitely continues the high standards of its
predecessors, but ultimately fails to take any significant step
forward. If that’s a
critical concern for you, there it is.
As for me, I’m gonna get over it and go straight back to the
game.
If you like to comment on this review, please post a
message at the forum.
Reviewed by Steve
Lieb |