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Author Message
  Topic: Have I beaten the circle mod?
Gun_Pierson

Replies: 8
Views: 48937

PostForum: CC5 Stalingrad Operation Circle   Posted: Thu Jan 02, 2014 5:49 pm   Subject: Re: Have I beaten the circle mod?
Just finished the campaign, could finish him off before end date.  I don't replay maps though, so these are my real losses.  If I'm dumb enough to place an AT gun in a bad spot and loose it, too bad.

Had fun with this mod, although the lack of ammo makes it a bit boring at times, but more realistic.  It's certainly one of the hardest mods vs AI.
  Topic: German soldiers @ Stalingrad
Gun_Pierson

Replies: 11
Views: 12518

PostForum: CC5 Stalingrad   Posted: Sun Dec 01, 2013 7:02 pm   Subject: Re: German soldiers @ Stalingrad
That colour picture can also be found in the e-book 'Stalingrad pocket'.  The picture comes out the US national archives apparently. It's just an awesome capture of a moment in time and in colour.  In the book it says it's near the tractor factory compound and that not 1, but 2 Stugs are involved on the road.
  Topic: Stalingrad from above (devoted to Manoi)
Gun_Pierson

Replies: 19
Views: 19738

PostForum: CC5 Stalingrad   Posted: Sun Dec 01, 2013 1:51 am   Subject: Re: Stalingrad from above (devoted to Manoi)
Oh I see, thank you for clearing that up for me. Looks very promising.
  Topic: Stalingrad from above (devoted to Manoi)
Gun_Pierson

Replies: 19
Views: 19738

PostForum: CC5 Stalingrad   Posted: Sat Nov 30, 2013 10:16 pm   Subject: Re: Stalingrad from above (devoted to Manoi)
Dima wrote (View Post):
Gun_Pierson wrote (View Post):
Btw Manoi, what mod is that map part of?  It's very well done.

This map is for Stalingrad mod Smile

lol

Ok I'll be a bit more clear.  So far I mainly played PZjager's 3 Stalingrad mods but they're all during winter. I played a summer mod as well but can't remember this map in that mod, but it's prolly the one you mean. (strat map below)
  Topic: Stalingrad from above (devoted to Manoi)
Gun_Pierson

Replies: 19
Views: 19738

PostForum: CC5 Stalingrad   Posted: Sat Nov 30, 2013 8:15 pm   Subject: Re: Stalingrad from above (devoted to Manoi)
Great pics, thanks.

Btw Manoi, what mod is that map part of?  It's very well done.
  Topic: Why do all these rereleases use ugly icons?
Gun_Pierson

Replies: 6
Views: 8508

PostForum: Close Combat Last Stand Arnhem   Posted: Fri Nov 22, 2013 7:01 am   Subject: Re: Why do all these rereleases use ugly icons?
Ok I understand the copyright laws on photos, but having some artwork done isn't that expensive compared to other development costs like programming.
  Topic: Why do all these rereleases use ugly icons?
Gun_Pierson

Replies: 6
Views: 8508

PostForum: Close Combat Last Stand Arnhem   Posted: Thu Nov 21, 2013 3:54 pm   Subject: Why do all these rereleases use ugly icons?
I'm talking about the icons on the strat map and in the force pool.  It's like they took a step back.  I think it started with modern tactics.

Most mods for CC5 have creative and cool icons.  For example PZjager stalingrad mods and many others have cool icons where you see a german tank or soldier representing a battlegroup.  It's so much more immersing and adds 'soul' to the game.
  Topic: Historical Accuracy or Game Play?
Gun_Pierson

Replies: 179
Views: 99858

PostForum: The Mess   Posted: Tue Nov 19, 2013 10:36 pm   Subject: Re: Historical Accuracy or Game Play?
mooxe wrote (View Post):
Quote:
And, as a general rule, it is bad form to reveal to the public the contents of any PM. Just my opinion. Remember, at least at this site, mooxe is an adminstrator, and he can also function as the NSA if necessary.


haha... the mini-NSA.

Maps do need to be smaller. They map size is out of control now. The largest maps in CC5 were about as big as I could stand them being. I am pretty sure the average map size of CC3/4/5 are all very similair Knight. I haven't read through this whole thread but have any of the map makers weighed in on map size vs game play? They are the ones responsible for making these giant murals. Speak up!


That's an interesting point you make as I think the bigger the map the better.  If I use a Tiger I should be able to knock out a t-34 from a range of over 2km.  It's another example of the delicate balance between historically correct or gameplay.  For the east front, large plains maps may give the player a feel of the vast areas. On the other hand, Stalingrad and other city maps could be smaller.  Because you can loose tons of soldiers in factory and building fighting.  So a delicate balance is nescessary imo.

But I'm interested why you hate big maps?
  Topic: Is CCS slowly dying?
Gun_Pierson

Replies: 57
Views: 63229

PostForum: The Mess   Posted: Tue Nov 19, 2013 10:08 pm   Subject: Re: Is CCS slowly dying?
The problem is that there's no next gen version of close combat yet.  So Players move over to other games.  I mean I still love cc, but last years I've also been playing Men of War.  Even though not strictly CC, it has great graphics and is fun to play once in a while.  Not on the level of fun I have as with CC, but as less mods come out for CC and the graphics get worse over time as technology evolves, the game loses players.  Not to mention the AI.  These days it's funny that a tank shows it's back so it becomes annoying. When a good successor eventually will arise, the forums will flourish with activity again.
  Topic: New Close Combat
Gun_Pierson

Replies: 173
Views: 103996

PostForum: The Mess   Posted: Fri Oct 25, 2013 9:59 am   Subject: Re: New Close Combat
So they're working on a next gen of CC, interesting.  I still play CC2, CC3 and CC5. CC2 because fighting for those supply lines is awesome. CC3 because upgrading your units and seeing them getting xp, medals etc. creates an incredible amount of bonding with your troops.  CC5 because Panzerjager's  Stalingrad Der Kessel and Operation Circle mods are just tons of fun.  The Afrika mod is also good.

I stopped buying after CC5 because they just recycled old stuff from that point on.  

The last 10 years I've been writing a CC next gen script on and off, so I'm very curious to see what they will come up with.  A new engine has always been a must as well as modern graphics without loosing the CC feel.  Better get some talented coders, designers and what not in.

And most importantly, they should know what makes a game fun.  What keeps people hooked and what not.  Why did big budget games like Star Wars the old Republic and Diablo 3 fail?  And what makes a game like League of Legends so good and popular? What are the pros and cons of each Close Combat game?  If they don't know the answers to stuff like that then there's a high chance to fail.   I hope the head game designer knows what he's doing.  If not, contact me lol.

There's certainly a big potential for a next gen Close Combat type game, if done right.
  Topic: SDK Version 1.2 is released
Gun_Pierson

Replies: 26
Views: 23676

PostForum: CC5 Stalingrad Der Kessel   Posted: Sun Nov 11, 2007 9:20 pm   Subject: SDK Version 1.2 is released
pzjager wrote:
Gun_Pierson wrote:
Thank you very much PZjager, I'm looking forward to start a new campaign once the ger vetmod is available.



The German Vetmod is available in the downloading section

Cheers
PJ


Tx again! I wasn't aware the submod pack contained the new ved mod 1.2.

If you'll excuse me now gentlemen, we have a situation at hand in Stalingrad. Wink
  Topic: SDK Version 1.2 is released
Gun_Pierson

Replies: 26
Views: 23676

PostForum: CC5 Stalingrad Der Kessel   Posted: Sun Nov 11, 2007 2:01 pm   Subject: SDK Version 1.2 is released
Thank you very much PZjager, I'm looking forward to start a new campaign once the ger vetmod is available.
  Topic: A few strategic questions about der Kessel.
Gun_Pierson

Replies: 4
Views: 7049

PostForum: CC5 Stalingrad Der Kessel   Posted: Thu May 03, 2007 6:18 pm   Subject: A few strategic questions about der Kessel.
At this point, my campaign has 16 days remaining and I'm progressing better than my historical counterpart but I don't know if I'm gonna make it. I'm not supposed to Wink My losses are 4200 men, 54 tanks (damaged or destroyed), 18 vehicles and 62 guns versus his losses of 15 000 men, 336 tanks (damaged or destroyed), about 50 vehicles and 130 guns but he keeps on coming with those KV's even though I save load new file after each battle. A complete surrounded russian armored group, with no ammo and fuel and no KV's or T34 tanks left suddenly gets resupplied again with all the hard stuff. God knows where they come from, seems the russians can airlift tanks and whatnot. Wink

In one battle I had one of my captured t34 tanks take out 3 enemy tanks but in the confrontation got damaged (not immobilized) and 1 crew member got killed. Next turn the tank was replaced by an infantry team, bummer. That's a bit too hard in my opinion. Maybe it's because I've put the veteran patch on elite cause I thought it would be a peace of cake, my mistake. I don't get any wurframen either btw. Doesn't bother me that much, beobacher are good too.

Anyway, this mod is a piece of art except for a few things like the example of the T34 above. I don't know if that's the mod or the program in general.

The fun in this mod is to be found in the critical situation you're playing in so the above is not a rant but a sharing of a hard but great experience.
  Topic: A few strategic questions about der Kessel.
Gun_Pierson

Replies: 4
Views: 7049

PostForum: CC5 Stalingrad Der Kessel   Posted: Sat Apr 28, 2007 7:16 pm   Subject: A few strategic questions about der Kessel.
Thanks for the reply zappi4, I wasn't aware of what you're telling me. That does remind me that when you put soldiers back in your pool, they'll loose all experience and medals etc. i'm paranoid now lol and will save/load to avoid data loss.
  Topic: A few strategic questions about der Kessel.
Gun_Pierson

Replies: 4
Views: 7049

PostForum: CC5 Stalingrad Der Kessel   Posted: Thu Apr 26, 2007 7:40 pm   Subject: A few strategic questions about der Kessel.
First of all I want to congrat Pzjäger and all who worked on this awesome mod which is merely an understatement of the fun I've had thusfar. Installed the vet mod and experience the hardest time I ever had in one of the cc series plus mods and I like it. I don't reload battles, I play in one go. A few questions though:

1. I keep on destroying complete russian battlegroups in the rattenkrieg area and sometimes in other places, which costs me losses too ofcourse. After one turn the AI comes back again and gets the same group at his original starting point. I think I notice a decrease in his available force pool, but I'm not sure. Are there any other positive effects of destroying whole battlegroups next to the fact you won't have to fight them next turn as they have to regroup?

2. I also notice my own decrease of troops in my force pools. Is this permanent? Cause I moved one of my torn groups away from the front to one of the airfields in the hope they would get reserves but I don't think the force pool gets increased in that group. So I guess you'll have to do it with what you get? Should such a group better be disbanded or be used to capture some abandonned areas and play cat and mouse?

3. I got a romanian group somewhere around day 8, but I moved it to the south. Before I knew it I got stuck and can't move them again (ringuta area) This happened before I looked on the tactical map that can be found on this site. What's the purpose of those one way roads? Do they have something to do with historically corectness?

4. I try to isolate russian armored battlegroups to the point they have no ammo and fuel. Even though I'm inferior in force, I try to fight a war of attrition on those fronts. I think it's a good thing to pin point his tank groups down. It's a hassle ofcourse to get enough flags to not loose the battle and suffer moral loss. I'm at the point where I prefer not to destroy such a group if the rare oportunity occurs, otherwise he'll respawn again at his starting point with full fuel and ammo, free to trouble me again on another front. This also helps in forming a front where his other groups are waiting behind as they can't pass the battles that are currently played. Way to go or way too slow?

Thank you!
 
 
 
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