Too much armor...

Close Combat - Cross of Iron is based on Atomic Games award Winning Close Combat Series. Close Combat is a real time game were you take command of German or Soviet squads on the Eastern Front during World War II. This version is being developed by CSO Simtek and will include many new features and improvements.
Pford
Posts: 235
Joined: Fri Nov 10, 2006 8:26 pm

RE: Armor turns into rusting hulks

Post by Pford »

What about that cool looking N. Africa mod?
namzo6
Posts: 26
Joined: Wed Feb 21, 2007 2:36 pm

RE: Armor turns into rusting hulks

Post by namzo6 »

A North Africa mod with mostly Italian units,but a FEW German units in the mix would be cool.I only say that 'cause no offence but Italy's units back then were pretty much junk.Maybe severely limited German resources like 1 tank available per op. in a camp.Same for Inf/art units.That'd make them more of a supporting force.
 
 And PLEASE anyone making campaigns,try to make them at least 10 ops long.[:)] When playing a camp,it takes me a few ops to get sucked in thouroughly.To have the camp end after 4 or 5 ops leaves me unfulfilled [&:].
 
helblazer
Posts: 7
Joined: Mon Jun 25, 2007 3:48 am

RE: Too much armor...

Post by helblazer »

ORIGINAL: billiard

That was another area I liked about CCII - you had only so many "slots" for support, the rest were infantry. I found with my CCIII campaigns that I'd "hog" the big tanks to combat exactly what you speak of - the AI's propensity toward tanks. By the end of a grand campaign, I'd be down to 3 or 4 infantry teams and a Wurframen with the rest reserved for the Heavy tanks and Heavy tank destroyers just so I could keep up with the AI. When you add in the CCIII "cheat" (I don't know if COI has this or not) in which, if you'd decimated the AI team last campaign, they'd get the full recquisition points whilst you were limited to 50. I guess it was needed for game balance, but it sure was frustrating after a few operations.
CC2 went even further to limit armor from becoming anything more than infantry support because even Heavy MG, mortar and FT teams go into the six support slots. CC3 would have been better off had they kept the six slot support pool but lock it down to armor if they wanted to make it more tank focused. That way you would know at least that two thirds of your force would be infantry or field guns. They sort of went back to this in latter games I think but I hate the forcepool and prefer the point buy system.
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