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Читы для Close Combat

Чит-файл для Close Combat

Close Combat

 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр

Разработчик:Atomic Games
Издатель:Microsoft
Модель распространения:розничная продажа
Жанры:Strategy (Real-time / Wargame) / Top-down

Даты выхода игры

вышла 30 июня 1996 г.

Hint [ENG]

Информация актуальна для
Here are some tips about this game (copyright Pascal Ode 1996)
You can make copies and download it freely provided:
                                        

A- You just mention the author and this site URL
B- You do not use it for commercial purpose


     Please  contact  me  (100257.1375@compuserve.com)  if  you need to use it
differently.


     CLOSE COMBAT TACTICAL TIPS     1- Be patient: Choose your point of attack
(my  preferred  is the church) and supress the defenders for a while with some
fire  concentration: you have more teams, more MG, more mortars, and maybe one
tank. The germans AI just can't hold the ground after a while. You can see the
germans have problems from the color of the shooting line: if you can see more
blue  shooting  then  the  german  are  beeing  softened.  If you see many red
shooting  lines  never,  never  move your units especially using the fast move
mode.  You  can  also (k inda cheat) looking the statistics of enemy teams, if
you  have  troops  close to them you will get a lot of info about enemy teams.
2-  Concentrate  your  firepower: You want to attack the church? Fine have the
majority  of your troops in the southern woods. Just keep a few teams/MG north
to  help  supressing  other german teams in different building and avoid cross
fire.  Do  not  move  the  northern  teams,  just keep them sh oting from good
defensive  terrain.  Soften  the defenders with mortars/bazooka/MG/Rifles fire
concentration  in  the  south.   3- Be very very conservative with your tanks:
Stay  in  good  cover,  far away from the front until you have spotted all the
panzerschreck   positions.   Once  it  is  done  just  move  them  into  blind
panzerschreck  spot  and use your tanks to supress/kill German MG or Teams. If
you  only have half tracks just hide them until you have spotted/supressed all
panzerschrecks  *and*  all MG. Remember it is much better not to use them than
losing  them  since  it  will influence your moral and moral is much much more
important  than  victory hexes in this game.   4- Use intermediate objectives:
For  assaulting the church a good intermediate objective is the wall. Once the
defenders  are  supressed  move  your troops to the wall and concentrate a few
teams  here  (take  care  to  supress  also  all flanking shots).   5- Use the
overwatch  technique:  During the assault on the church send a team to assault
and  have  the  rest  supress the defenders. Drop some smoke on the flanks for
good  measure.    6-  Assault  *only* with fresh troops: The color of the team
must  be  green.  Fresh  troops  assaulting fatigued supressed enemy will make
great  job  without  any  casualty. The reverse will end with no results and a
bloody  mess  (for you, not for the opponent). If you haven't any fresh troops
let  th em rest before assault. Also you assault team should have some grenade
left   therefore   be  sure  it  didn't  assault  previously.    7-  Reinforce
immediately  after  the  assault has been succesful: The german may organize a
counterattack  against  your  succesful team, therefore you should immediately
send  another fresh team to help repelling the bad guys.   8- This one is very
important. Focus on making enemy casualties and avoid casualties on your side:
You  are  not  in  a  hurry.  You can take all the time you need to soften the
defenders  before  moving.  Controlling objectives is not important for wining
*provided*  you  manage to get the enemy in the "red". You will get a decisive
victory  and  save  many  good  g  uys lives.  9- Try to save ammunition: When
shooting  make sure the LOS to target is bright red, not dark red you will get
more  efffect from your very limited ammunition. If the line is not bright red
try  moving  (very  carefully)  to  better  shooting places. Use the overwatch
technique  during  the  move: one team moves others give protective fire.  10-
Try  to  get  flanking  shots  at enemy teams: Teams can't get good cover from
every  angle therefore try to maximize cross fire at wide angles against enemy
teams.          CLOSE    COMBAT    FEATURES     COHESION/LEADERSHIP      From:
wargamer@atomic.com  (John  Anderson)   There  is a Team Cohesion that changes
color  gradually  as  the  team  goes  under more stress, losses men, etc. The
soldiers  will  show morale states of either Normal, Panicked, Routed, Herioc,
Fanatic,  or  Berserk.    You  just  never  know  when  someone is going to be
Berserk,  but  you can usually tell by what quality the team is, how much fire
they  are  undergoing,  and  how  much  friendly support they have whether the
soldiers  in  the  team will start panicking or not. In thi s game, you cannot
send  a Green team by itself to rush a building and expect them to make it all
the  way  there before they start panicking and soldiers start running back to
where  they  came from. Or, even worse, if they do make it, they may very well
sur render.   The Soldier Monitor also lists the weapon each soldier is using,
which  ammo  is  loaded  for  that weapon, the amount of that type of ammo the
soldier  has and will tell you if the weapon has jammed or been destroyed. The
physical  status  of  each  soldier  is  sh  own as either health (Green) hurt
(Yellow),  severely  wounded  (Orange)  or Dead (Red). His fatigue is shown as
rested  (Green),  winded (Yellow) or fatigued (Red). Thus at a glance, you can
see  how well the team is doing by the colors in the Soldier Montitor for that
team.    There  are  4  types  of leaders. The company commander (you), 1 to 4
platoon  leaders,  1 to 16 squad leaders, and then numerous team leaders. Team
leaders can only affect soldiers in their team. Squad leaders primarily affect
soldiers  in their squad and so o n.   Leadership is evaluated for the quality
of  the  leader,  the  rank  of the leader and the proximity to the leader. By
keeping  your  teams  grouped with a high ranking leader nearby, the teams are
less  likely  to  break,  more likely to obey orders, and rallying a ny broken
soldiers  is  quicker.     ELEVATION/WEAPONS    From: keithz@atomic.com (Keith
Zabalaoui)   You  seem  to  have  a  grasp  of  this  game design b'ness. (You
commented  on  features that can wait until CC2.) BRAVO! Those are the designs
issues  we  had to contend with from the begining.   1) Men from one team will
not  pickup/man  weapons  from  another  team, but men within the same team, a
spotter for instance, will takeover an MG (for example) if the gunner buys it.
Same  with  vehicles, and field guns.   2) No hills or second level buildings.
We  will  probably never do multi-level buildings, but we do have hills on the
list  for  CONSIDERATION  in  CC2.  But  that's  not to say we don't deal with
elevation  now.  We  handle  foxholes, trenches, gullies, low obstacle s (like
stone walls around a churchyard), medium obstacles and high obstacles. Each of
these  offers  its  own  line  of sight and line of fire rating.     RALLY AND
HEROISM   From:  keithz@atomic.com (Keith Zabalaoui)   1) will your men try to
regroup  and  pull back reasonably to a safer place and hold there for further
orders?    Yes. Absolutely. And if they still have a previous order, they will
continue  to  try  to achieve it. So for instance, you order a rifle team into
the  grainery.  Someone  from  the gate house starts firing on them. They will
have  to  decide  if  they should hit t he ground, run back to where they came
from, or make a dash for the grainery. Let's say they drop to the ground, then
they have to decide which way to go.   And each man decides, based on how he's
feeling.  At this point (at any time really) you can tell them to go someplace
else and they'll try to, but let's say you don't. They are still trying to get
to  the grainery.   Sooooo you open up on the Germs in the gatehouse with your
.30 cal and a BAR. This tends to suppress or pin or even kill some of the guys
that  had been firing on the first team, allowing the first team to make it to
the  grainery  -  where  they find a full German rifle team hiding in wait for
them  -  but  that's another story.  2) And IS there a possibility in the game
for  super-freaking-god- fantastic-amazing-he-did-that-all-by-himself feats of
HEROISM  once  in  AWHILE?   To Hell and Back - The Game. They can (but seldom
do)  go  berserk,  fanatic,  and  heroic. Berserk is the most fun. The soldier
screams  this  gawdawful  scream, drops his weapon, and runs toward the enemy.
And  dies.      MOVEMENT  From: keithz@atomic.com (Keith Zabalaoui)   I listed
the  6  commands you can give, earlier. The reason those commands work so well
is  that  your  guys  do act with their own intelligence. You can tell them to
MOVE  to  a  location  and  they  will pick their way there, taking the safest
route. You can tell them to MOVE FAST to an location and they will double time
in  the most direct path. If they get fired upon, they will go prone and crawl
for  cover.  If  they  stop  taking fire, they'll get up and try to make it to
where  you  told  them  to  go.  They will do the ir best to get there, but if
enough of them die and the rest start to panic, they might surrender to nearby
enemy  troops  or  flee  or  just stay right where they are.   This philosophy
applies  to all aspects of the game. Let's say you have a Sherman 76 firing at
infantry.  Then  it  spots a StuG IIIG. It may - on its own - stop shooting at
the  infantry  target  you  gave  it and begin firing on the StuG. Now, it was
probably  f  iring HE ammo at the infantry. When it targets the StuG, it would
switch to AP, although the first round it fires at the StuG may be an HE round
it had already chambered for the infantry. Whew! I think you get the idea. Now
if  it  were  firing  at  a Marder, it may very well continue to fire HE.  The
point  is that we have developed a very detailed game here, but wehave refined
the  interface  so  that  you  can  concentrate  on PLAYING.     REPLAYABILITY
From  Keith  Zabalaoui    For  each  map,  we  have  several pre-defined setup
"options"  for  the  computer player. He randomly chooses from these, based on
how  many  units  he has. Also, we provide the computer player with "probable"
locations  for  the  human's  units. Sometimes, you'll see the computer player
firing  on  an  empty building. That's why. So the short answer is that you'll
see  similar  set  ups  each  time  you play, but there is diversity built in.
COMBAT          From:        wargamer@atomic.com        (John        Anderson)
rcrane@unicorn.it.wsu.edu  (Bob  Crane)  wrote:  >> From what I've seen in the
demo,  I  have  little doubt that Close Combat will win all of the game of the
year  awards  from  the  major  gaming  magazines.  This  is  a  truly amazing
SIMULATION,  imo.  My only major beef thus far has to do with the fragility of
th  e  armored  vehicles.  The  american halftrack is too easily killed by the
German medium-light machine gun. Basically, if it gets shot at it dies. I even
had  an  M4 tank get taken out by a MG once. Correct me if I'm wrong, but this
is  very  unrealistic.<<   I doubt that the M4 was killed by the MG but killed
by the Panzerfaust that the loader in the MG team carries. Rule #1 of survival
with  American  armor:  Never move closer than 60 meters to a potential german
location.  Even  120 meters is too close if there is a Panzerscreck team near.
As for the MG killing the halftrack, this is why the M3 HT series was known as
"Purple  Heart  Boxes".  With  only 6mm at a 20o slope of frontal chasis armor
(10mm  effective)  and  12mm  at  20o  slope  frontal  upper  structure  (17mm
effective),  the  German  MG42  could easily penetrate it at close range (less
than  200m  or so).   While the MG won't necessarily destroy the M3 HT at this
range,  it  can  injure or kill the occupants resulting in a soft kill.   Also
watch  out  for the MG42 when you are in a wooden building at very close range
(50  meters  or  so). That gun (as well as the US 50cal) can rip right through
the  walls  making  it  much safer to be outside the building in some nice big
shellhole  or  foxhole.     One  of the strategies a tester came up with is to
deploy  a  couple  of  MG42 teams in the interior of a large stone building so
they could not be shot at by the Americans until they entered the building, at
which  time  the MG42s opened up, shredding the inte rior wooden walls between
them  and  the  Americans  as  well  as  the  Americans  themselves.     UNITS
STATISTICS  From: wargamer@atomic.com (John Anderson) I'll try to give a quick
rundown  of some of the displays:  Team Monitor:   Scroll list on the far left
bottom.  Sorted  by  the  team  type  with  the exception that the Company and
Platoon Commander Teams are always at the top.   Left side: Contains Team Icon
(pict  of soldiers/vehicle), and Team Quality (a set of bars ranging from none
(Conscript)  to  4  (Elite).  Top Center: Contains the Team Type Name (general
description).  Background  color represents the team's cohesion, or ability to
fight.  As  the color drops from Green to Red or Black, it represents that the
team  is  taking losses.   Bottom Center: Contains the Team's Strategic Order.
If  this  order is Green, it is an order you gave. If it is white, the team is
doing  it's own thing. If it is Red, the team is disobeying you.   Right side:
Enemy Threat Compass. It represents the direction that team sees the enemy. If
the  center  dot  is  red,  then  that  team  is alse being shot at.   Soldier
Monitor:   I  won't  go  into  a  lot  of  detail here, as there is so much to
explain,  but  I  will  cover  the high points.   Top Right: Firepower Graphs.
These  are graphed at 10s of meters at the number listed, thus the column with
an  8  represents firepower at 80 meters. Green, good firepower, grey line, no
firepower.  This  color  will  also  show  up on the Fire Line as you drag i t
across  the screen.  Soldier List:   This has the soldier name, action, status
and weapon info. Most of this is pretty obvious, the key here is to see if the
soldier  action  is  Green,  Red,  or  White (see Team Strategic Order above).
Message  Monitor:   Remember  you can click on a message and it will center on
the  team  that  issued  the  message. You can also restrict which priority of
message  will  appear  by  deselecting  the color associated with that message
priority.      FORCE  CONCENTRATION   From:  robear@access5.digex.net (Robear)
I'll  take my guys and assemble them in the woods, say. Then I set the tank up
top,  to  mess with the two buildings up there.  As the game starts, they just
sit  and take shots to try to drop the German morale. I'll pound the gatehouse
with mortars until fire from there stops, then shift the mortars to the church
and  move out.   At this point, I've eliminated the main support building (the
stone  gatehouse,  tied  down  the enemy left flank with the tank and maybe an
infantry  unit  as  well, and I've got my main assault underway to the church.
With this plan, I can get to the rectory on Easy, and to the church, gatehouse
and  the  other  building on Normal, while still winning. I take around 13 KW,
Germans  about 24.   All this, and usually all I mess with are the mortars and
the  tank, to keep them focussed. Everything else is done by the units...but I
stack  the  deck  with the initial setup. So far, it seems to work, and to me,
the  Op  Orders  fall  out  from the initial se tup and the established goals.
This  is  a  very  challenging game. I've gone from losing to winning, and the
only  way  I  did  it was by recalling the stuff I've read about real tactics.
Simple  plans, covering fire, preparatory fire, and a light grip on the units.
That  is what seems to do i t.  YMMV, but I think I'm going to love this game.
:-)  David  Pipes  David,  You've  got the idea. Combined arms is the key. And
patience.  The Americans can mass rifle fire far greater than the Germans can.
Once  you've  mortared  the  guys  in  the  east-most  wing of the church, try
MOVE-ing  the  guys  from the woods to the wall. MOVE cau ses them to take the
safest  path  in the safest mode. MOVE FAST sends them on the fasted path at a
run.  And  don't  forget  your smoke! Keith Zabalaoui    BATTLE REPORT   From:
e-mote@  (E-Mote)  So I got lucky, but I finally got a Decisive with the Germs
on Hard. I take back what I said before; they are fun to play, even if most of
it  is based on luck, and you don't get to do very much.   In this one play, I
got  5  teams,  2  MGs, 2 rifles (one is understrength), and 1 AT. Total of 19
guys. The Yanks have 72 guys, including that nefarious Zabaloui along with his
cohort  Szymonik  in the rolling coffin, otherwise known as a Sherman. The MGs
go  into  the  gatehouse and the far-end of the church. Rifles on the flank at
the  granary  and  the  near-end  of  the church. AT sits in the middle of the
granary,  busy engraving Zabaloui's name on a Schreck shell.   This one opened
fast.  The  Yanks  started  charging  right away. The halftrack got blown away
within  the  first  minute,  by one of the two MG teams (both are elite, BTW).
Zabaloui  dude rolled up about 80m in front of the granary and started beating
up  on  my  po or rifle guys, who are also taking 81mm mortar fire and all the
inf  stuff.  AT  FORWARD!    And  about  a  minute  later,  Zaba and Szym were
exchanging  their  tanker  suits  for ones with wings and a halo. (Hey, wassup
with  the  100% crew casualty? Crews get so sentimental about their tanks that
they don't bail or what?) My 4-guy rifle team by this time had lost 2 guys, so
the  other  2  broke  and  ran for the back door. The AT guys were holding the
northern  rampart  with  a  toothpick and a knitting needle.   On the southern
front,  I had set the 6-man rifle team back inside the building a ways, so may
be that's why the computer decided to make the brunt of its attack there. They
charged  with about 3 teams, using the patch of woods as a jump-off point. The
maj  ority  didn't  make  it  to the stone wall, as my rifle guys hustled into
their  firing  positions  and doing the duckshoot. The MG teams also had their
fun.  Some  Yanks did make it to the wall, and there we were, lobbing grenades
back  and  forth.  Since  I was ins ide a bldg and he just got a stone wall to
hide  behind,  I  was  winning  most  of  my  serves and he didn't.   What was
strange,  and  which  probably  decided the game, was that the 2 American 81mm
mortars  keep  targetting my routed rifle team up north, following them to the
back of the bldg, and leaving the MGs to wreak havoc on the rest of the Yanks.
With  their  AFV  s knocked out, they had nothing else to challenge the MG42s.
The  MG  guys  didn't  even break a sweat.   Anyway, after a while of shooting
back-and-forth,  I  finally ran outta MG bullets, so then the computer decided
for  another  go at the church, with another 2 teams to help out the survivors
at  the  wall. My 6-guy rifle team (2-stripe dudes) by this time had had their
fill, and by this time and routed to the back of the church waiting for God to
deliver  a  miracle (like a Tiger tank or something).   So then I double-timed
the  one  MG  team from its position at the other end of the bldg to the front
lines. Got there just in time to stop the Yanks from getting a foothold in the
church  proper.  Knocked off another 4-5 guys. At this point, I'm in the yello
w,  and  the  Yanks were way in the red, and the thing was flashing so we knew
we'd  live  to see some Iron Crosses at least.   At the north end, the AT guys
were  still  holding,  and the mortars killed one of the 2 panicked rifle guys
and  the other guy--Otto his name was--finally ran into the orchard behind the
granary  (Otto  finished  the battle with 4 cowardice points, but if I ha d my
say, he would've gotten about 10 medals and a trip to Paris, since he diverted
all  the  mortar fire away from the MG guys). So then we ended the game with 7
casualties  and  40  enemy KIA/WIAs, along with 2 AFVs (why does the game list
the  halftrack  as  a truck?).  Turned out that we didn't get any Iron Crosses
after  all, just a couple of crummy assault badges. Guess I have to pay the 40
clams  before  I  can  get  my  paws  on some spiffy crosses.     Questions to
Atomic:   1-  What  happens to wounded guys during the campaign, are they gone
for  good,  or  do they sit out a few rounds?   The guys that get wounded with
one  yellow cross come back. The 2 red cross guys don't, with the exception of
your  commander.  He  never  dies  and  always comes back, albeit with reduced
physical  ability.  (If he gets wounded during play, he's down until the n ext
battle.)  Keith  Zabalaoui   2-Also, can you play the campaign with 2 players?
Absolutely!  One  reason  we  picked  the 29th and 352nd was that they were in
constant  contact  for  the  duration  of  these battles covered by this game.
Keith Zabalaoui

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