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Author Message
  Topic: It's been a while, and a bazooka question
BB-61

Replies: 1
Views: 3428

PostForum: Close Combat 5: Invasion Normandy   Posted: Tue Oct 27, 2009 6:31 pm   Subject: It's been a while, and a bazooka question
Hi folks,

It's been quite a while since I played CC5, but the other day I felt like it so I installed it on my new computer, applied the patch and went at it. An oldie but goodie!

Here's the bazooka question:
At one point I found myself with a bazooka team and a BAR rifle team in some bushes looking at a nearby house. Inside the house was a German machine gun nest which was really wreaking havoc. No air strikes, artillery support, tanks or anything like that available. Mortar fire wasn't having much of an effect. So I figure I would see what happens if I shoot that bazooka at the machine gun nest in the building. I gather that bazooka's were frequently used that way.

It wouldn't do it. This bazooka had a full 5 rounds available, but would come back with "saving ammo" whenever I ordered it to fire at the machine gun nest. What gives? A bug?

Regards, Chris
  Topic: About russian artillery.
BB-61

Replies: 1
Views: 5496

PostForum: CC5 Stalingrad Operation Circle   Posted: Fri Aug 01, 2008 9:16 pm   Subject: About russian artillery.
And is it my imagination or is Russian artillery considerably more accurate than German artillery?

BB-61
  Topic: Russian tank crossing bridge!?
BB-61

Replies: 4
Views: 9113

PostForum: CC5 Stalingrad Operation Circle   Posted: Sat Jul 19, 2008 4:46 pm   Subject: Russian tank crossing bridge!?
I don't mean to criticize (I really enjoy SOC), but I thought Russian tanks weren't supposed to be able to cross the bridge? This one drove right across. Slowly, but yet.



By the way, all the Russian casualties just below the bridge near the German side are the result of one sniper, located along the bank a little to the south. 14 kills. Interesting medal. I believe it is a Kriegsorden des Deutschen Kreuzes.

And yes, I am being massacred Sad

BB-61
  Topic: Light armored car with Funkgerät
BB-61

Replies: 2
Views: 6225

PostForum: CC5 Stalingrad Operation Circle   Posted: Sat Jul 19, 2008 4:41 pm   Subject: Light armored car with Funkgerät
Hmmm. I will try that. Could be.

BB-61
  Topic: Forward observers
BB-61

Replies: 2
Views: 6221

PostForum: CC5 Stalingrad Operation Circle   Posted: Sat Jul 19, 2008 4:40 pm   Subject: Forward observers
Probably, I suspect.
  Topic: Light armored car with Funkgerät
BB-61

Replies: 2
Views: 6225

PostForum: CC5 Stalingrad Operation Circle   Posted: Sun Jul 13, 2008 9:25 am   Subject: Light armored car with Funkgerät
Another question: The game includes a few armored cars (which can be very useful), including one "with radio" (Funkgerät). Is an armored car with radio any different than one without, game technically? Other than any differences in the type of gun carried.

BB-61
  Topic: Forward observers
BB-61

Replies: 2
Views: 6221

PostForum: CC5 Stalingrad Operation Circle   Posted: Sun Jul 13, 2008 9:22 am   Subject: Forward observers
I was wondering.... I assume that the forward observers are a few guys with binoculars and a radio calling in artillery located behind the lines. There is no actual artillery piece there. Although game technically I suppose there is, because you still have to be outside of a building. Could the forward observers be reprogrammed in such a way that you are allowed to be inside a building?

Often if you are outdoors you may have a good view but you are very exposed. Or you have good cover but you can't see what you are aiming for. With the accuracy of "firing blind" being about equal to it not being worth the effort of shooting, you have to see what you are aiming for in order to get with 50 meters of the target. If I were a forward observer I would try to find a spot with a good view in a tall building offering decent cover.

I know, I am sorry, I am being picky. Nevertheless, the idea of including forward observers is very good!

BB-61
  Topic: Reload time Nebelwerfer
BB-61

Replies: 7
Views: 12600

PostForum: CC5 Stalingrad Operation Circle   Posted: Fri Jul 04, 2008 1:44 pm   Subject: Reload time Nebelwerfer
OK, on replaying and using Polemarchos' method what I see is that you start of with 4 rounds of ammunition. Shoot one salvo, it shows 3 rounds. Reload time is indeed about 10 minutes. After reloading is completed towards the end of the 15 minute scenario you see 3 rounds available and ready to fire. After you fire it is out of ammunition.

So, from what I gather should happen is that after the first salvo ammunition should go down from 4 to 2 followed by a 10 minute reload, with one salvo firing two rounds. Right?

At the moment the way I see it is that it gives the impression that the first salvo shoots 1 round of ammunition (available ammo goes from 4 to 3), the second salvo shoots 3 rounds (available ammo goes from 3 to 0). Of course the 1st and 2nd salvoes are the same and the 2nd is not more powerful than the first (right?).

By the way. If in SDK (looking forward to the new version! Haven't played the current one yet though) you have 6 rounds, and each salvo is 2 rounds, this means you get 3 salvoes. If the reload is 10 minutes between salvoes, you cannot fire all three salvoes in a 15 minute scenario, right? That would only work in a 30 minute scenario.
  Topic: Reload time Nebelwerfer
BB-61

Replies: 7
Views: 12600

PostForum: CC5 Stalingrad Operation Circle   Posted: Wed Jul 02, 2008 4:06 pm   Subject: Reload time Nebelwerfer
What I saw last night was it started with 4 rounds. Shot 1 round, so 3 rounds left. This was early on. The rest of the battle it indicated 3 rounds left, reloading. Giving a fire command resulted in it doing absolutely nothing.

I will pay more attention next time I come across a Nebelwerfer.
  Topic: Reload time Nebelwerfer
BB-61

Replies: 7
Views: 12600

PostForum: CC5 Stalingrad Operation Circle   Posted: Wed Jul 02, 2008 12:53 pm   Subject: Reload time Nebelwerfer
I have a question about the reload time of the Nebelwerfer (lovely piece of equipment, by the way). It has 4 rounds/shots. However, after firing the first salvo the reloading apears to take more time than the default length of a scenario/map of 15 minutes. I can understand this, because the crew has to reload all the tubes (don't know how many there are) and that takes time. But how long in fact is the reload time of a Nebelwerfer?
  Topic: Strategy question
BB-61

Replies: 3
Views: 6824

PostForum: CC5 Stalingrad Operation Circle   Posted: Sun Mar 23, 2008 8:04 pm   Subject: Strategy question
Well, I am learning as I go along.

Here's another question. Those areas along the edge where I have won a "Total Victory"... I assume the Russians will be back eventually?

So far this is really a boom-or-bust campaign. On some maps I am really struggling to hold, on some I am wiping the Russians away. I prefer the latter, of course. Latest one in that category: Novo Rogatschik.
  Topic: Ummmm ..... What!? (areas under control)
BB-61

Replies: 4
Views: 7416

PostForum: CC5 Stalingrad Operation Circle   Posted: Sun Mar 23, 2008 7:54 pm   Subject: Ummmm ..... What!? (areas under control)
That's what I was afraid of. I save after each battle, but I don't backtrack if I don't like the results. It does help against the occasional crash (I've had a blue screen once).

Thanks.
  Topic: Ummmm ..... What!? (areas under control)
BB-61

Replies: 4
Views: 7416

PostForum: CC5 Stalingrad Operation Circle   Posted: Sun Mar 23, 2008 1:42 pm   Subject: Ummmm ..... What!? (areas under control)
Has anyone ever seen a situation where the areas under control change (considerably!) between what is shown before the battle (which corresponds to the way it was left at the last battle) and the way the map is represented when you actually can place your units?

Example: Rakotino, afternoon of the 10th of January. So the 2nd round of fighting (I have pictures but don't know how to insert them).

Before the fight, and identical to the way I left it in the 1st round, the Germans (me) control all victory locations except the two in the lower right corner, and the bridge is undecided. The Russians have a dark gray area extending part way up the southern side of the hill to the south east of the pond/lake. Fine.

When battle actually starts, it comes with "Axis attack" and I control only the exteme lower right corner (which the Russians had). The Russians control the bottom edge of the map from the left hand bottom corner to the center, with a slice going up to the river and also a small section in the upper left corner. All victory locations are undecided. There weren't any strategic movements in or out of the area. At least not by me.

You can understand that this is very nasty for me. What gives?

Regards, Chris
  Topic: Strategy question
BB-61

Replies: 3
Views: 6824

PostForum: CC5 Stalingrad Operation Circle   Posted: Sun Mar 23, 2008 11:42 am   Subject: Strategy question
I have a strategy (movement) question. I am playing the Germans against a Russian AI. In the south west corner of the field (is that the Marinovka salient?) Dimitrievka couldn't hold. So to hold a line I had to withdraw the unit in Kasatschiy Kurgan to Novo Alexeievski. The unit that was in Dimitrievka moved to Kasatschiy Kurgan, it couldn't move directly to Novo Alexeievski. The moves went through OK. The Russian took Dimitrievka as expected. In Kasatschiy Kurgan and Novo Alexeievski I am now fighting the Russians, both in supply. OK.

My question is this: Since both my unit and the Russian moved into Novo Alexeivski at the same time, I am faced with a "Meeting engagement". This ended me up in the north west corner across the river and the Russian in the south center. In other words, I have to fight my way back to my own supply line across that river with its steep embankment, barbed wire and minefields. Not fun. In real life, wouldn't a unit simply fight its way backwards, slowly withdrawing? In other words, the territory that was mine before the move would still be mine after the move and I wouldn't have to retake it since the Russians hadn't been there yet.... Or am I missing something?

Regards, Chris
  Topic: Fantastic!
BB-61

Replies: 2
Views: 4104

PostForum: CC5 Stalingrad Operation Circle   Posted: Sat Mar 15, 2008 10:56 pm   Subject: Fantastic!
First day of playing SOC for me, and I am loving it! This is much more intense than standard CC5. Actually this is more suited to me, because I am much better at defense than offense. On some maps I am under severe strain (Zybenko), others I am doing quite well Smile

For example, the text at the start of Malo Rossochka suggested it would be very rough going. However, it is amazing what a well placed Pz IV turret and PaK 40 can do Smile Within the first few minutes these two units took out 3 tanks, an artillery piece and 3 armored cars. And lived to tell the tale! Smokin'... ! Wonderful. Result: Total German victory on this map. (Short lived, no doubt).

Question: Is it my imagination or does the body count not add up? It seems to me I am seeing more casualties on screen than are credited after the battle.

One more thing: I understand the brilliant designer of SOC is not a native English speaker? If you would like help with the language of the map texts, feel free to let me know. The text is perfectly clear, but the wording is sometimes a bit "off". Please don't take offense.

Regards, Chris
  Topic: Help!? Crash to desktop
BB-61

Replies: 2
Views: 4430

PostForum: CC5 Stalingrad Operation Circle   Posted: Sat Mar 15, 2008 2:37 pm   Subject: Help!? Crash to desktop
Never mind. I uninstalled everything, reinstalled everything and it works now.

Sorry.

Regards, Chris
  Topic: Help!? Crash to desktop
BB-61

Replies: 2
Views: 4430

PostForum: CC5 Stalingrad Operation Circle   Posted: Sat Mar 15, 2008 1:20 pm   Subject: Help!? Crash to desktop
I am relatively new to mods, so please forgive my question.

I downloaded the SOC plugin and mappack. I had previously downloaded and installed the config manager 1.3.

I unzipped the SOC plugin to the plugin directory of CFG-v13. I unzipped the mappack into the maps directory of CC5 (after backing up the map directory).

I started up CFG v13, installed SOC (succesful) and uninstalled the CC5-reg-rank mode. In that order... perhaps I should have done it the other way around?

I start up CC5, comes up fine with the SOC splash screen. If I choose to play the Grand Campaign as the Germans, it asks me what file name I want to save it under. I enter a filename, press next.

Then I see my desktop, and CC5 is gone. Crash to desktop.

Next I try to uninstall the SOC mod. That gives me an error message:

"Failed to copy System\Original\CC5.exe to F:\Program Files\SSI\Close Combat Invasion Normandy\CC5.exe because System\Original\CC5.exe does not exist."

Yes, my CC5 installation is on F:\. Yes, I have adjusted my registry according to the instructions elsewhere on this site.

Any suggestions or would it be most efficient to reinstall CC5?

By the way, individual battles appear to work, but with a strange combination of american and german icons.

Regards, Chris
  Topic: Modest, first AAR
BB-61

Replies: 2
Views: 3581

PostForum: H2H Multiplayer   Posted: Wed Mar 05, 2008 9:37 pm   Subject: Modest, first AAR
Is it allowed to post minor AAR's here, concerning a single battle against the AI? If not, I apologize for the following.

Regards, Chris

AFTER ACTION REPORT

Action in or near Raids, Normandy, 13 June 1944.

On June 13, we ran into units of the 17th SS division around Raids, Normandy. During our advance into the village a sturmgeschutz was spotted in a field by units attached to Lt. Fisher while engaging the enemy on our left flank. I ordered Sgt. Johnson, who was in command of the Wolverine, to cautiously advance towards the StuG and attack it since it was directly threatening Lt. Fisher's positions.

Sgt. Johnson advanced with the Wolverine, temporarily halting on the road leading into the village awaiting instructions as to the best route to take towards the StuG which was hidden from Sgt. Johnson's view by trees, hedgerows and farmhouses.

[I had to attend to a different part of the map for a minute so I temporarily left the Wolverine parked in the road behind my lines. I knew that the German's didn't have any Pz Büchse or PAK's and since there were trees, hedgerows and two farmhouses between it and the StuG I assumed there wouldn't be line of sight and hence the Wolverine would be safe there for a minute.]

While on the road Sgt. Johnson caught glimpse of the StuG in the field beyond between the trees, hedgerows and farmhouses. Using his initiative, Sgt. Johnson rotated the turret of his Wolverine and shooting through the trees and hedgerows destroyed the StuG with a single shot thereby significantly helping Lt. Fisher on the left flank who was under great pressure from the enemy.

With the StuG out of action Sgt. Roy commanding the Stuart could safely enter the field previously occupied by the StuG to assist Lt. Fisher in the defense of his position from determined attack by enemy SS units. As a result the enemy was forced to disengage and we were able to secure the village.

I recommend Sgt. Johnson for a bronze star for his action in destroying the SS sturmgeschutz.

Signed,

Lt. Moon,

Commanding
  Topic: No Sherman's in default Grand Campaign!?
BB-61

Replies: 4
Views: 3268

PostForum: Close Combat 5: Invasion Normandy   Posted: Wed Mar 05, 2008 7:55 pm   Subject: No Sherman's in default Grand Campaign!?
Hi,

First post. I'm a newbie here. I have been playing CC5 on and off for a few years and took it out of the drawer again recently and got "hooked". All of my playing is against the AI, I have never done any H2H. Considering my modest tactical skills I would probably be massacred. Defending a map I usually do quite well, offensively even the AI gives me a run for my money sometimes. Oh well Wink

Here's the question:
I am playing a Grand Campaign as the Americans and only have a few maps to go. In this entire campaign I have never seen or had available a single Sherman tank. Not even after pressing the reinforce button. I have had available Wolverines and Stuarts. Don't get me wrong, I like Wolverines and Stuarts. With me the Stuarts are usually the ones who end up with the DSC's and CMH's. But no Shermans at all strikes me as odd. And I know they are there, because when I "test drove" the campaign before starting over to do it "properly" after remembering some of the ins and outs, there were Shermans.

So what gives?

Regards, Chris
 
 
 
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