I've always been disappointed at the lack of any follow-up to Close Combat, and fortunately it is clear that we now have a successor. With any luck, this game is still in its early stages, and will become even better, but it is already pretty good. If you ever enjoyed Close Combat, and wished for more maps, this game has what you are looking for. If you ever enjoyed Close Combat, and wished you could control more than a company, this game has you covered. If you ever enjoyed Close Combat, and wished for better AI, this game has that as well.
I've decided to create a sort of AAR, for people who are new to this and looking for some basic guidance. In this simplistic scenario, a single infantry company has been tasked with advancing about a kilometer up a dry river bed. An hour later, more than a hundred people were either dead or in need of serious medical attention.
Here is our battlefield:
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It doesn't look like much, but a kilometer up that wadi, a red infantry company has moved into position and their forward observers are calling in artillery fire upon a critical supply route. Of course, it's all just fun and games in the National Training Center, but someday this could be for real.
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It's very impressive how much room this game has. You can play just about anywhere, and I'm sure it's only a matter of time before I decide to add Normandy.
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There are plenty of options. If you think the AI is too weak, just try giving them extra combat power. Reduce your own air superiority. Jeez, if the Soviet troops are too weak, then why not give them equivalent training and morale? It makes no sense to complain about the poor performance of the Soviet AI, when you are simultaneously insisting that Soviet troops should have poor performance...
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Another good way to keep the AI challenging is to either force yourself to attack, or force yourself to defend with a weak garrison. People seem to like 'meeting engagement' battles because they are 'fair and balanced', but in real wars, one side is almost always either attacking or defending, and force disparity is a real problem. The nice thing about this game is you can pick your own challenge, and its pretty easy to set yourself up for defeat. Many people complain about the lack of multiplayer, but I see that as a strength. Although I hope multiplayer will be added, its good that the game does not cater to the 'even steven' carebearism of competitive multiplay. This is a game which can provide you with an unfair challenge.
Another thing I really like about this game is it introduces 'dummy' objectives. Indeed, objectives in wargames are for dummies! In real wars, you have an objective to guide you, but you don't win just because you take the objective. The opposing side doesn't just randomly agree, ok if you take that location and hold it, then you win. The objective concept exists in wargaming simply because its not clear how to convince people to fight, as some will just sit there and do nothing. The dummy approach is ingenious, as it taunts you with what appears to be an objective, only for you to realize that what you should really focus on is clearing terrain and winning the battle. The objectives thus exist primarily for the AI, and you (hopefully a human) just need to focus on winning. No more gamey suicide assaults on a meaningless objective for no reason other than to score a victory point!
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During my last attempt, I attacked up a similar road in some other valley, and I let the AI entrench armored vehicles which... well, they made it rather difficult to proceed. I put up a good fight, before I started looking for the surrender button (I don't think there is one, but it should probably be added). This time I've decided to keep it simple and restrict the opponent to infantry forces.
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One infantry company, one HQ team, one scout section, two machine guns, and two mortars. That's basically what you would have had in Close Combat. However, this game gives you a lot more options, and has a flexible means to add entirely new units. Yes, a WWII mod is clearly inevitable. For those of you unwilling to support the game now, I hope the developer issues the WWII sprites as an expensive DLC that is free for those who pay today. Too bad you didn't believe in this game when you had the chance...
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Finally, we come to the final screen. I don't reccomend the 'player character' option, it annoys me, but maybe you will enjoy it more. The main issue is I hate listening to myself walk or drive, and its more interesting to simply listen to whatever area your mouse is pointing at. I also don't reccomend you pause or use round lengths. Honestly, if you are pausing and complaining about the AI, well.. try not pausing?
I'll pause here and work on a follow-up post.