WaR x Classic CC4

Based on Atomic Games’ award-winning Close Combat series, Close Combat: Wacht am Rhein brings together the classic top-down tactical gameplay from the original series and plenty of new features, expansions, and improvements! The Wacht am Rhein remake comes with a brand new Grand Campaign including a new strategic map with 64 gorgeous hand-drawn tactical maps, over 70 scenarios, tons of new interface and unit graphics, countless engine improvements, and much more!
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Andrew Williams
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RE: WaR x Classic CC4

Post by Andrew Williams »

I'll double check..but there are more "entry" points as well so dispersing the battles more than in Classic.

Also the the new maps have been enlarged from the size used in Classic cc4 and the entry points on the maps have been given more cover so there is a chance for movement and maneouvre
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madorosh
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RE: WaR x Classic CC4

Post by madorosh »

Cool, thanks for the replies.
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Senior Drill
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RE: WaR x Classic CC4

Post by Senior Drill »

There are two major and a couple of minor differences between the original CC4 and CC WaR's "classic CC4". All are wonderful in some ways and "grog" unsettling in others.

CC WaR's classic CC4 utilizes an improved CC5 engine along with CC WaR. The battles have the increased AI agressiveness without the "crawl of death" (but still some tactically insane attack and defend behavior). That is one of the major differences. The other is the random deployment from CC5 for single battles. The pet map deploys from the original CC4 only work a percentage of the time and only so-so against the improved AI. On other plays, the deployments zones can be any of the 8 possible positions, which makes "classic CC4" a totally new game compared to the origianl. It's still stock and patched data from the original and not up to Vet BoB mod levels, but the result is a whole new game when compared to the "classic" game. The minor advantages are the ablility to view the enemy BG prior to battle and to also view the enemy stats after the battle. In "classic CC4" you can't edit the enemy or your BG prior to battle as you can in CC WaR.

Compared to "classic CC4", CC WaR steps all that up another level or two. The new data and maps, CC5 style supply requirements, BG edititing, the shifting deploy areas and the revised terrain of the original maps creates quite the challenge against the AI.

H2H is going to be all new to me. I'm a couple of weeks behind the power curve to prepare for a Grand Campaign challenge from mick(XE5). Not looking forward to picking up the tossed glove before I have a better handle on who can now kill what from how far (which is a bit farther, IMHO, than in the original).

C'est magnifique, mais ce n'est pas la guerre.
Ragbag
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RE: WaR x Classic CC4

Post by Ragbag »

Just found out about this release-verrry exciting! Looking forward to H2H campaigning with my CC nemisis/nephew!
Worried about:
1) The arrival of the "Veteran" Shermans (with the little sandbags graphic) totally threw balance out the window, they were unstoppable Panther squashers. We played from both sides and ultimately quit in frustration. ( Don't remember if it was CC4 on CC5 engine or original)
2) The CC5 engine, which ALWAYS corrupted somewhere in the middle of our campaign.
Excited about: Did I hear some kind of retreat option? I miss the ability to bug out off the map edge like in CC3. You need that option! (Shouts: Run away!!!)
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Andrew Williams
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RE: WaR x Classic CC4

Post by Andrew Williams »

Retreat:

It is not an option as such

but

If you are driven off the map and still control an exit VL to a friendly held but empty map you will retreat the there instead of disbanding as you did in the past.

A much improved mechanic of the game.
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Ragbag
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RE: WaR x Classic CC4

Post by Ragbag »

Way, way better! (Of course "perfect" would be allowing two units to occupy an uncontested map in the tactical screen.)
Anyone have any thoughts on or experience with the veteran Sherman thing?
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Perturabo
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RE: WaR x Classic CC4

Post by Perturabo »

One thing that would be interesting would be adding a possibility of having up to 4 units on one board and there could be several fights in a row.
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Platoon_Michael
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RE: WaR x Classic CC4

Post by Platoon_Michael »

What new editable features are there for Classic CCIV?
Neil N
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RE: WaR x Classic CC4

Post by Neil N »

ORIGINAL: Platoon_Michael

What new editable features are there for Classic CCIV?

Everything that is editable in WaR is editable in Classic CCIV
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crushingleeek_slith
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RE: WaR x Classic CC4

Post by crushingleeek_slith »

One thing that would be interesting would be adding a possibility of having up to 4 units on one board and there could be several fights in a row.
 
So I like this idea. For instance at Hosingen, the Germans attacked from the north, east, and south. If the game could allow multiple battle groups to attack one map, that would add an extra dimension to the game. It would also be an easy way (once in place) to incorporate realistic flanking attacks!!!
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Senior Drill
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RE: WaR x Classic CC4

Post by Senior Drill »

Rein it in a bit, Hoss.  This is a re-release, albet an updated and modded re-release.  New "features" are most likely to have to wait on at least a CC5 re-release or CC6.  All worth mentioning and adding to the wish list, but WaR, other than bug fix patches is just about a done deal as the programmers, or programmer as the case may be, are already deep into the next project.

Take what you know and what you want to a "next release or re-release" thread because the way things work in the cash strapped world of game developement, there is not likely to be any major coding changes made to CC4 WaR until it is do for a "classic" game update some several years from now.
C'est magnifique, mais ce n'est pas la guerre.
crushingleeek_slith
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RE: WaR x Classic CC4

Post by crushingleeek_slith »

Is Cross of Iron worth buying if WaR was my first CC experience?
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