The battle map appears in the View Area the map shown depends on the battle you play.
When you click the Replay button, the available Replays appear in the scrollable list.Īs with Campaigns, no Replays appear in the scrollable list when you first start Close Combat there are no Replays to list until you create them.
The menu bar appears on all four Close Combat screens. The Command screen consists of the elements described in the following sections. If you exit Close Combat at the end of a battle during campaign play, Close Combat displays the next battle when you restart your Campaign. Once you have During campaign play, Campaigns are automatically saved when each battle ends. You use this mode to move your teams where you want them on your side of the battle line before you begin the battle. You continue through the exercise by performing the action it prescribes. From this screen you can save any completed game as a Replay. When the game is over, Close Combat tells you who won, then the Debriefing screen appears, summarizing the results of the battle. Finally, this chapter provides how-to-play procedures for Close Combat.
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To learn how to play Close Combat, turn the page. Close Combat challenges the player with a realistic representation of complex and unpredictable human behavior under the stress of combat. No matter which side you choose to play, Close Combat is an intriguing mix of historically accurate weapons and terrain, realistic combat psychology, and opportunities to change history through superior skill and leadership. Take command of men who act like real soldiers. You can choose commands and expand or scroll the Close Combat View Area using the following. Four of the five original games, A Bridge Too FarThe Russian FrontThe Battle of the Bulge and Invasion Normandy have since been remade with new units and maps, updated graphics maps and sprites and sound, updated map editors, menus, as well as fixing the compatibility issues that the older iterations of each game had with modern operating systems.Page of Go.Ĭlose Combat Keyboard Quick Reference. Modern Tactics offers three on three and Close Combat: Marines offers four on four, although these versions added more multiplayer ability. Tanks are also vulnerable to fire from concealed anti-tank guns, or ambushing tanks, which may wait to fire until the enemy presents his flank or rear.Īll versions except Close Combat: Modern Tactics offer only one vs one multiplayer. Although they possess superior firepower, tanks are vulnerable to ambushes from bazooka or panzerschreck units, especially in close quarters such as a town or forest, where the ambushing infantry can wait to have a shot at a tank's vulnerable flank or rear armor. Armor units also require screening from infantry units. Infantry assault require support from machine guns, tanks, and mortars, to suppress enemy fire. Players also have to make effective use of combined-arms tactics to be successful in Close Combat. Effective management, such as keeping teams near their officers, not sending green recruits on assaults and maintaining fire discipline so as not to run out of ammunition were also necessary for the player to prevail. The factors above meant that the game required realistic military tacticssuch as careful placement of troops in cover, ambushadvancing under cover and using terrain or smoke-screens to cover advancing troops. The overall tone emphasised realism, and modelled the emotional or physical state of the soldiers and equipment which included, panicked, berserk, burning, incapacitated, pinned and many others. Each game included a mixture of infantry and armoured units, whilst the later games also included artillery, mortars and air support.Īlthough viewed from a top-down perspective, the later games modelled terrain elevation, and included buildings with multiple floors and viewable sides. Each was set in a different European theatre of the Second World War. The five original Close Combat games were real-time tactical RTT war gameswith a top-down perspective and two-player capabilities. Destineer licensed the game to Matrix Games to develop three more Close Combat titles.
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Later versions were released for Microsoft Windows only. The first three Close Combat games were notable, at the time, for being among the few games published by Microsoft. However, with Avalon Hill embroiled in a financial crisis that would ultimately lead to its demise, Atomic Games took what work they had completed, severed ties with the board game franchise and completed the game's development for Microsoft. Steven Silver, a specialist in combat-related trauma. The primary consultant for the morale model was Dr.