The Devil's in the details (screen)

Based on Atomic Games’ award-winning Close Combat series, Close Combat: The Longest Day brings together the classic top-down tactical gameplay from the original series and plenty of new features, expansions, and improvements! The Longest Day remake comes with a brand new Grand Campaign that covers all the airborne and beach landings, expanded map sizes, new hand-drawn historical maps, illumination during night battles and much more!
Post Reply
xe5
Posts: 783
Joined: Sun May 03, 2009 5:06 pm

The Devil's in the details (screen)

Post by xe5 »

Seems consistent that a broader 'brush' is used in determination of map control after meeting engagement battles than in Attack/Defend or Continued battles.

Example below:
Meeting engagement on the Isigny map.
I fail to take the major Vire Bridge VL (marked w/ yelo) in battle yet am awarded that VL and a whole bunch of territory my teams never came close to during play.

How does this work?
I'd noticed considerable map control 'creep' in CC5 after testing custom 2-second time limit battles to quickly cycle thru an Op, but dont recall any VL 'creep'.
Attachments
VireBrVL.jpg
VireBrVL.jpg (445.61 KiB) Viewed 457 times
User avatar
Andrew Williams
Posts: 3862
Joined: Mon Jan 08, 2001 10:00 am
Location: Australia
Contact:

RE: The Devil's in the details (screen)

Post by Andrew Williams »

There shouldn't be any VL creep at all.

You only should get awarded extra VL's if the other side has a morale failure.


Was this a single battle op or GC?
ImageImage
xe5
Posts: 783
Joined: Sun May 03, 2009 5:06 pm

RE: The Devil's in the details (screen)

Post by xe5 »

GC.
 
FM wasnt an issue in this case as there were only a couple of brief firefights towards the end of battle.
It was particularly apparent because Im using the Grog's Rules (ver. '09) and only issuing orders to my teams in the Deploy phase.
When my movement is so limited, Im all the more conscious about the waypoint pathing Ive pre-set.
Consequently Ive had  plenty of opportunity to observe, and utilize, the effects of movement cancellation due to fire attacks.
If only the AI made better use of this nicely done feature instead of persisting in its bone-headed pathing into kill zones. 
User avatar
CSO_Talorgan
Posts: 817
Joined: Sat Mar 10, 2007 5:53 pm

RE: The Devil's in the details (screen)

Post by CSO_Talorgan »

ORIGINAL: xe5

the Grog's Rules (ver. '09) and only issuing orders to my teams in the Deploy phase

?
User avatar
RD Oddball
Posts: 4836
Joined: Sat Feb 10, 2007 6:38 pm

RE: The Devil's in the details (screen)

Post by RD Oddball »

hehe don't ask.  It's an old fart thing.[:D]
User avatar
Perturabo
Posts: 2461
Joined: Sat Nov 17, 2007 5:32 pm
Contact:

RE: The Devil's in the details (screen)

Post by Perturabo »

*Asks anyway[:D]*
User avatar
CSO_Talorgan
Posts: 817
Joined: Sat Mar 10, 2007 5:53 pm

RE: The Devil's in the details (screen)

Post by CSO_Talorgan »

ORIGINAL: RD_Oddball

don't ask.  It's an old fart thing

I'm an old fart too, you know!
User avatar
RD Oddball
Posts: 4836
Joined: Sat Feb 10, 2007 6:38 pm

RE: The Devil's in the details (screen)

Post by RD Oddball »

Yeah me too.  Some of those among us just like to show it off by how long they've been playing CC. [:D]
User avatar
CSO_Talorgan
Posts: 817
Joined: Sat Mar 10, 2007 5:53 pm

RE: The Devil's in the details (screen)

Post by CSO_Talorgan »

Have you anything to add to this:
 
http://www.closecombatonline.com/ccwiki/index.php?title=Extra_rules
 
?
xe5
Posts: 783
Joined: Sun May 03, 2009 5:06 pm

RE: The Devil's in the details (screen)

Post by xe5 »

hehe...I recall dreaming a few of those up way back in the CCretaceous era :)

The Grog's Rules '09
Post Reply

Return to “Close Combat: The Longest Day”