Combat Mission"' Series
Combat Mission is the name of a computer games series simulating tactical battles in the Second World War (WWII). The
games are a cross between turn-based strategy games with an simultan real-time execution phase. All games include a 3D-Graphic engine and an editor.
Three titles have been released by producer www.battlefront.com :
Common Technical details
turn-based/simultaneous execution
All three games share the same concept: game turns are divided into a planning and an executing phase. While the planning
phase can last (in single player mode) as long as the player needs to give orders to all his units, the executing phase always
last 60 seconds of real-time. During this phase, all units try to execute the orders, but the player can not influence the result and is
limited to watch, replay and move the camera while all the action unfolds in real-time.
All games offer to play individual battles (ranging from 15 to 60 turns) or campaigns, linking a series of battles.
Editor
All games offer an easy to use Editor to create your own maps and battles.
All games have attracted a community of fans, creating mods. All games offer a "quick battle" option, where the player(s) only edit some general parameters (like mission type, year, region) and the computer draw a random map. Units can be selected by the computer or (most interesting for 2-player games) can be bought using "points". Each unit has an value in points (a tank cost more than a squad of riflemen). For historical interested players, each unit has as well an value indicating how common the apparance of such an unit was at a given place and time.
Multiplayer
All games offer to play single player against a customizable AI or to play against an human opponent by hot-seat, email or
LAN (internet).
Scale
Depending on the scenario, the player can command a forces ranging from platoon up to a reinforced battalion.
Game concept details
Morale
Unlike in much so called "RTS"-Games, the CM-Series has a far greater focus on realisms. You command humans, not
robots. While every unit will try to follow your commands, units under fire or under pressure from several oppositions will
most likely hide in cover or even break and panic. By clicking on a unit (in the execution phase) the game engine displays a
red line (showing where the clicked unit is aiming) and several yellow lines (showing from who the clicked unit is
threatened). Units with direct line of communication to a Headquarter Unit (displayed as lines) will react faster to your commands.
Hits and Losses
A hit on an enemy unit means not always destruction: infantry units will slowly decrease the men available for combat. Anti -
Tank Guns whose crew is reduced will still operate, but slower and less effective. Many shells will just ricochet from
enemy tanks (experienced players try to take out tanks from the side or from behind) and sometimes the tank will be
immobilized by an hit into the tracks but still continue to operate as a (now static) firebase. Also damaging the gun of a tank
is possible, reducing him to a mobile Machine Gun platform.
Victory Points
Victory is not archived by wiping out the last enemy (impossible in most scenarios) but instead a sum of victory points for
each side is displayed after the last combat round. (Some scenarios end not exactly after x turns but instead after x turns
and some y turns until the computer decides that no more progress can be made. You always can ask for a cease fire; if both
sides agree the battle is over and victory points are calculated). You get victory points for destroyed or captured enemy
troops / vehicles. You loose victory points for loosing troops and vehicles. Most important, you gain victory points for
holding at the end of the battle areas with a victory flag. The color of the flag will change to your side if only your units are
controlling the area around the flag. In some scenarios special victory conditions exist like evacuating troops to a special
zone.
Spotting and Fog of War
As a commander, you can zoom out and watch the battlefield from a bird's eye perspective as well as zoom in and attach the
camera around a single unit. You will however only see what your units can see. Each unit has its own line of sight that is
blocked by obstacles like hills, houses, trees etc. Night, Dust, Weather, Smoke or Sandstorms all reduce the Line of Sight.
Sometimes your units can hear the enemy without seeing it. That will be represented with a grey symbol featuring a red
question mark and the text "sound". Sound contact information tends to be less precise than visual information.
Line of Sight
Every unit under the players control can be clicked and forced to display a graphical line of sight represintation (a blue line from the unit to
the mouse cursor). Unfortunatly, you can't display a line of sight between to points on the map, you must first send a
unit to at least one point. The line of sight is the sometimes the only way to decide if a unit can see a specific spot or not.
Weather, Terrain
Wheater is selectable by the scenario designer and can reduce line of sight (snow, rain, night) as well as Sound contact (Mist).
Terrain is handled in squares (see below at Realism).
Sound and Music
There is no background music except for the title screen. The in game sound is very atmospheric. Different vehicles have
different engine sounds, and the troops let hear many pre-recorded speech samples in different languages. Of course,
different weapon systems all have different sound effects.
Physic engine
A realistic physic model is the point where the CM games really shine. You will see Trucks sliding backwards downhill while
trying to climb a steep slope. Tanks can seek a "hull - down" position behind obstacles. Vehicles, being hit while moving at
full speed, will sometimes continue the movement for some meters before coming to a halt. Tanks will push other
vehicles like Trucks out of the way.
Units commands & tactics
Depending on the typ of units, each unit has a set of commands aviable (by right-clicking). It is possible to give each unit
several "move"-waypoints wich it will try to follow. At least, until the unit comes under fire or run into a mine-field. Tanks
have the ability to "hunt" for other tanks, seeking a "hull down" position behind obstacles or having set a "fire" and a "retreat" position
("scoot & shoot")
Infantry units can all hide, sneak and move. Most units can run for a while, and many units like rifle squads can "advance" or "assault".
Soviet units also can "mass attack".
It is possible to fire at spotted enemys (the Unit-AI will most likely decide onwich enemy to fire) but also to fire at an area
(like a wall behind wich enemys are hiding or to destroy a house).
Realism
The game engine handles various aspects of the battlefield differently, ranging from very detailed (like tank armor) to very
abstract (like infantry movement). From worse to best:
- Infantry is handled a bit simplified: A squad of 12 men is displayed as 3 soldiers and a numeric value displaying 12 in the status bar if you click on the unit. A 2-man bazooka crew is displayed as a single soldier and a value displaying 2 in the status bar. However large a squad in manpower is, it will always face and move as a single unit. (You can split large infantry groups into smaller, less effective units).
- Terrain is handled in squares. While you see a group of trees in the battle graphic, you can turn the (visualisation of the) trees completely off and see a dark-green area of ground instead. This area has a value for providing cover, providing camouflage and hindering movement. The value always acts for the complete square, not for a single tree. Elevation is handled very correct, making it possible to seek cover behind slopes or dominate a battlefield by controlling high ground.
- Airplanes can not be controlled nor seen at all. Depending on the scenario description, Airplanes will participate in the combat. All you will see is the fast moving shadow of the plane on the ground. Air-planes can be destroyed however (you will see tracers of machine gun and AA-Fire streaming upwards) and in return shoot very accurately with their guns and bombs.
- Indirect firing heavy Artillery is mostly stationed off-screen and represented by a single Artillery Observer. If he has line of sight to a target, he can order very accurate shelling of the target area.
- Mortars and direct firing Guns are presented very detailed.
- Tanks and all kinds of vehicles are modeled in great detail, with accurate researched values for speed, number of weapons, cannon range & angles, turret speed, and armor penetration angles / armor plates quality protecting different parts of a vehicle. Different ammunition types with different armor penetration values are present.
- Historical data like uniforms and aviablity of troop types and quality is very detailed and seem to be well researched.
Combat Mission: Beyond Overlord
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Covers the "West Front" after the invasion of Normandy.
The first incarnation of the Combat Mission games is the graphical most dated of the three games, but has a very interesting
scenario: You play battles as the German, British, Free French, Americans or Polish forces after the invasion of Normandy
1944. If you like the TV-Series Band of Brothers you will find yourself quick at home with the scenario.
The graphics are by now the most dated of the series. Explosions and firing guns are displayed with white ellipses, and
every shell is a good visible yellow blob.
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Combat Mission: Barbarossa to Berlin
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Covers the "East Front" of Second World War.
CMBB shows various improvements over its
predecessor in the fields of graphics and user interface. Infantry Units have new commands available (Soviet Mass Attack) and
Explosions are now bitmaps, no more ellipses.
Interface is more sophisticated; commands like "crawl" and "sneak" from CMBO are now transformed into a single "sneak"
command. The old "ambush marker" is replaced with a more elegant solution: "fire arches" and "tank fire arches". By
clicking this command you can define a field of fire so that by good placement of units a trap or ambush can be planed.
The artillery is modeled more sophisticated (allowing precise fire plans) and infantry sprites look a bit better.
Tanks have the very useful "scoot and shoot" command, letting the player define a fire position and a retreat position for his tanks.
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Combat Mission: Afrika Korps
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Covers Battles in North Africa, Southern Italy and Crete.
The youngest incarnation of the CM series, CMAK features the shiniest graphic effects like dust clouds. Mortar teams can now fire indirectly at targets when the target is in line of sight of a near Headquarter unit.
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See also
External links
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