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Combat Mission: The story so far Article

PC Article by Oliver Clare

29 October, 2005

At the start of 2000, PC wargaming was in a rather sorry state. While other genres had been quick to exploit new technology and explore new ideas, developers specialising in realistic military strategy games were still churning out pretty much the same games they had been churning out five or even ten years earlier. Titles tended to have a strong board-game feel with action split into turns and 2D terrain divided into hexagons. AI tended to be weak, spectacle completely non-existent.

Into this uninspiring fossilised world, in the summer of 2000, came the extraordinary Combat Mission: Beyond Overlord. Created by a trio of Americans with help from numerous Internet volunteers, CMBO offered realism and drama, depth and user-friendliness. For the first time ever wargamers weren't forced to hover above the battlefield like expectant vultures, they could actually observe the action from the perspective of a grunt or a tank commander. For the first time ever those grunts and tank commanders weren't brainless automatons; they actually behaved like they'd read a training manual or two, and cared whether they lived or died.

Order And Chaos

Borrowing a clever idea from a game called Tac Ops, Big Time Software split Combat Mission scraps into sixty-second chunks. At the end of a minute of hands-off 'real-time' action, the clock stopped, vehicles and soldiers froze, and there was an opportunity to issue fresh orders. Once commands had been given, the clock restarted and the player sat helpless through another minute of tense realistic combat.

The beauty of this system was that it forced you to think and plan rather than rely on deft mouse skills. It also imitated the limitations of real command remarkably well. Real squad leaders and company commanders don't have instant control of their forces - war is much messier than that.

Because you're only getting input every sixty seconds it's obviously vital that your troops are capable of a little independent thought. Here CMBO really impressed. Say during the orders phase you'd given one of your small Daimler armoured cars a move command that sent it across a field, through a wood and into a lane; if, during the subsequent action phase, it bursts out of the trees onto the lane and finds itself facing a previously unseen Panther tank (unspotted units are effectively invisible) then, assuming it isn't immediately torn apart by a well-aimed 88mmm shell, it will probably decide to ignore your orders, fire a smoke shell, and reverse at top speed back into the safety of the wood. Very clever, no?

Everyone's a coward

'Combat Mission: The story so far' Screenshot 1

Don't expect stunning particle effects from CMBO.

Unlike the attractive but improbable WW2 RTS games that game charts, CMBO's recreation of fighting men acknowledges that the normal human reaction to zipping shrapnel and flying lead is to hug the earth or scamper for cover. Give your infantry silly, unrealistic commands (Mount a frontal attack on that pillbox boys! Dash across that snowy bog, through that minefield and tangled barbwire, then KO that Tiger tank with your bare frostbitten hands! ...) and, usually, a few turns down the line they'll be corpses or cowering, uncontrollably, in some thicket or cottage. This is one of very very few PC games where employing historical tactics actually produce historical results most of the time.

Arriving at Combat Mission with only Codename Panzers or Blizkrieg experience under your belt, one of the aspects you'll probably be most struck by is the brutality and subtlety of the armoured combat. In this game it's possible - if you're careless or very unlucky - to start an action phase with half-a-dozen shiny Shermans or pristine Panzers and end it, sixty seconds later, with nothing but a mound of burning scrap iron to your name. Big Time Software model the intricacies of tank armour and the capabilities of anti-tank weapons with incredible accuracy meaning that one shot, whether it's from a bazooka, AT gun or tank - is often enough to stop an armoured giant in it's turf-clogged caterpillar tracks. The suddenness with which your treasured tanks can be taken from you can be a bit off-putting at first but quickly you find yourself polishing your tactics. Perhaps if I use infantry to scout ahead, or bring down a smoke barrage to hide my movement, or plaster that worryingly quiet treeline with suppressing artillery rounds, then my advancing armour will have a better chance? Perhaps if I try and think like a real WW2 commander I might actually grind-out a victory here.

Fatal Fate

'Combat Mission: The story so far' Screenshot 2

Some battlefields stretch for miles.

There are some situations in CM battles that no amount of background knowledge or natural cunning will help you with. When a friendly plane bombs your convoy by mistake or a wayward mortar round from your own battery kills one of your best commanders sending the troops around him into a panic, there's little you can do but mutter 'C'est la guerre' and admire the credible unpredictability. Luck, of course, works both ways. Most veteran Combat Missionaries will have a few tales of battles in which, against-all-odds, one of their tiny peashooter-equipped tank vanquished a much mightier adversary. Compared to the drab inevitability of much strategy game combat, CM is a breath of fresh air.

But of course it's not perfect. CMBO came with a generous selection of single battles and multi-engagement operations and a good skirmish generator (with random maps) but there was no strategy layer so play could feel a little disconnected at times. The 3D visuals were amazing by genre standards but no great shakes when compared to other mainstream games around at the time. Technological limitations meant that when one of your units spotted an enemy all of your units instantly became aware of that enemy too. Convoys were tricky to control... the game had a few small shortcomings but none that stopped it grabbing rave reviews just about everywhere.

Beyond Beyond Overlord

'Combat Mission: The story so far' Screenshot 3

Cover is sparse in Combat Mission: Afrika Korps.

CMBO focussed on the fighting on the Western Front from the Normandy Landings to the fall of the Reich. The second CM title, Combat Mission: Barbarossa to Berlin (known as Combat Mission 2 in Europe) appeared in 2002 and explored the combat on the chilly Eastern Front. Understandably, few fundamentals had been altered though graphics were enhanced, the order selection was bigger and more sophisticated, the warfare even more accurate. A third game, the sandy Combat Mission: Afrika Korps (called CM3 in Europe) arrived in 2003. It was another rich, rewarding creation pounced on by all those after a fabulous and faithful solo and multiplayer wargame (all of the trio offer LAN, Internet, and incomparable PBEM MP).

The big news in the bustling CM community at the moment is the announcement of Combat Mission: Shock Force, the fourth title in the CM dynasty and the first, since CMBO, to utilise a brand new engine. Due out in roughly six months, it promises many tantalising improvements to the tried and trusted CM formula including a campaign, 1-to-1 infantry representation (in the previous games squad representation was stylised) and more detailed urban warfare. The devs' decision to set the game in a fictional contemporary Middle Eastern war has ruffled a few feathers amongst the forum faithful at Battlefront.com. Some fans are even talking about giving CM:SF a miss. Given the quality of the previous CM games, the refuseniks could well end-up missing out on one of the best strategy games of 2006.

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Comments: 1-18 of 18 in total

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Lunch
29/10/05 @ 10:21
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I fall into the category of the aforementioned 'refuseniks'. No doubt I'll purchase the next CM game, I might even enjoy it. But to me the idea of modern day combat just doesn't hold the emotional impact that playing through the previous games' WWII missions held. The clunky tanks, bolt-action rifles and a cause which was truly worthy of dying for.
Stickman
29/10/05 @ 11:19
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Words can't express the deep seated joy these games have given me. I love you, Combat Mission. Don't ever change.
urban
29/10/05 @ 12:37
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why are they so fugly though :(
kencleary
29/10/05 @ 13:06
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"assuming it isn't immediately torn apart by a well-aimed 88mmm shell"

/grog mode on

Panther uses a 75mm gun rather than an 88mm :)
I'm delighted theyre changing to a modern format - theres only so many times you can cover World War 2
I would have preferred a Nato versus Warsaw Pact in the 50s or something though

Freek
29/10/05 @ 13:32
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Yeah, there is only so many WW2 games gamers can take, but then changing to equally saturated "contemparay middel eastern" conflict is just as over done.
Xerx3s
29/10/05 @ 16:06
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meh. not my type of game.
Eldritch
30/10/05 @ 13:31
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While I admire the game play, I deeply loathe the primitive visuals and prohibitive GUI. I also don't like the right-wing undertone of the manuals.

Get a decent 3D engine, cut the ring-wing crap and make the game more accessible, and, presto, you'll have a winner.
Talha
31/10/05 @ 04:51
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Wow, some article. You don't get to see many of those kind from EG. And hey guys, I think complaining the game is fugly or interface is prohibitive is rather pointless - we are talking about an article not a review, and apparently the writer finds so much to love that these things don't matter. And some of the gameplay instances he has quoted are truly astounding, not to be found in your average Medal of Battlefield Call of Duty in Arms titles.
MoFo
31/10/05 @ 10:45
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Combat Mission is an all time favourite for me. One of my most intense battles saw me lose all but one of my tanks in the initial assault on an axis held town. I then preceeded to sneak around the town streets with my last tank and pick off the enemy tanks one by one. The very last shots were fired in a face-off with the enemy tank at either end of a 200m long street in a Wildwest style dual.

Another great moment saw me sneak a whole battalion of troops through the cover of woods right up to the doorstep of an enemy town only to be spotted as I manoeuvered my last troops in to position. Mortar fire proceeded to rip the woods apart and I was forced to storm the town prematurely. Casualties were horrendous but we held the day after a night of close building to building combat.

It's a cool game playing as a defender too. You can set up defensive arcs of fire for your defenders, to create killing fields for any hapless enemy troop unlucky enough to walk in to them.

Only thing I didn't really like is that I wish the campaigns were in more of a Rome:TW style where the player could choose where and when to attack.
Stickman
31/10/05 @ 11:55
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If CM had a R:TW style campaign, I may actually expire from sheer delight overload. MoFo, reading your tales had me sat here grinning like a loon! It's stuff like that that makes this game so brilliant. I love holding onto the bridge at Arnhem, all your MG Jeeps gone, a lonely PIAT sergeant stemming the Nazi tide...*sigh*
loeffe
31/10/05 @ 12:05
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Stickman, you might want to sit down for this:

They are releasing Combat Mission Campaigns next year (http://www.battlefront.com/products/cmc/)

Are you still breathing? :-)

Stickman
31/10/05 @ 12:56
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"Put simply, Combat Mission Campaigns adds the Operational and Strategic elements that fans have always wanted in Combat Mission at an unprecedented level of detail! Russian and German maneuver units of platoons, companies and battalions are at your disposal and you can even opt to be a subordinate officer with the AI or other human players as your commander."

O_O

>_<

O_O

YAAAAAAAAAAAAAAAAAAAAAAAAAY!!!!!!

MoFo
31/10/05 @ 13:48
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Stickman....I just wet myself too! Thank you oh great Combat Mission being in the sky. I quit my job now to devote my time to this!
Machina
31/10/05 @ 15:10
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Given that WWII is overdone, and so is the 'nameless middle-eastern' modern day warfare, it's obvious that we need someone to start another war so that game developers can get new inspiration for their latest products. And preferably it should be someone completely unexpected - how about New Zealand vs. Peru?

Come on politicians, get your act together - surely you can start a fight?
MoFo
31/10/05 @ 16:09
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A war in New Zealand would be amazing. Any game based on it would be like playing a WWii game meets Lord of the Rings. We could have midget soldiers called Hobyts.
fantabulo
31/10/05 @ 23:27
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According to Wikipedia "Since 2001, the RNZAF has had no strike capacity, and is currently focused on maritime patrol, and transport duties in support of the Army and the Royal New Zealand Navy", so while the scenery would be grand, the battles wouldn't. Unless they used sheep.
Edited 1 times, most recently on 31/10/05 @ 23:31
Lunch
01/11/05 @ 07:14
#17
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"Combat Mission is an all time favourite for me. One of my most intense battles saw me lose all but one of my tanks in the initial assault on an axis held town. I then preceeded to sneak around the town streets with my last tank and pick off the enemy tanks one by one. The very last shots were fired in a face-off with the enemy tank at either end of a 200m long street in a Wildwest style dual."

I don't believe you.
MoFo
01/11/05 @ 10:22
#18
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Well ok when I say I picked off all their tanks there were probably only about three of them but it felt like a lot more.

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