Welcome to Close Combat Series
  Login or Register Home  ·  Downloads  ·  Forums  ·  Combat Camera  ·  Help  

Do incapacitations count as a soldier's kills?



Votes 1215
Comments: 1

  Shout Box!!

Only registered users can shout. Please login or create an account.

  Main Menu
Articles & News  
    Player`s News
    Site News
    Terrain Challenge
    Boot Camp
    Combat Camera
    MOOXE @ Youtube
    Private Messages
    Your Account

Anonymous - $25.00

Anonymous - $25.00

Anonymous - $25.00

Anonymous - $100.00

Anonymous - $15.00

Anonymous - $100.00

Anonymous - $20.00

Anonymous - $10.00

Anonymous - $1.00

ZAPPI4 - $20.00

Find our site useful? Make a small donation to show your support.

Search for at
Close Combat Series Advanced Search

Search found 34 matches
Close Combat Series Forum Index
Author Message
  Topic: Close Combat in 3D

Replies: 62
Views: 93754

PostForum: The Mess   Posted: Sat Dec 08, 2012 6:38 pm   Subject: Re: Close Combat in 3D
Good suggestions on the graphics and the other suggestions mentioned above. Also, If the developers continue to incorporate the strategic map component they need to make some improvements to the movement capability of BGS. All BGs are only capable of moving 1 map per turn so currently there is no advantage in the strategic phase of a full  recon/motorized/armoured BG over that of an infantry BG. Unrealistic and ironic given that  three of the last CC releases  (PiTF,  WaR, LSA) are based on operations which the success of the attacking force depended partly/entirely on an armoured component to breakthrough and achieve its ojectives quickly.   Motorized/Armoured groups should have increased mobility in the strategic phase over infantry BGs. Also, maybe units should be able to move quicker through friendly controlled maps vs unfriendly uncontrolled maps.
  Topic: Personal wishes

Replies: 13
Views: 7357

PostForum: Close Combat Panthers in the Fog   Posted: Wed May 09, 2012 4:12 pm   Subject: Re: Personal wishes
The title ought to be changed from "Panthers in the Fog" to "Matrix in the fog"
Featuring new bugs hidden by fog that you get to find yourself after much game play and spending 50$
Due to release 4th Qtr 2012
Actual tested, working playable version expected 4th Qtr 2014
  Topic: Small Mod for LSA - Corridor Mod

Replies: 6
Views: 9235

PostForum: Close Combat Last Stand Arnhem   Posted: Mon Jun 27, 2011 2:25 am   Subject: Small Mod for LSA - Corridor Mod
LSA Corridor Mod
-After playing the LSA GC H2H, it was in my opinion that currently the LSA GC does not accurately simulate the difficulties the Allies had historically in clearing/opening and maintaining the corridor. The original CC2 simulated these problems the Allies had historically and made it difficult for an Allied player to link up the British 1st Airborne with XXX corps. In an effort to give the Germans more of a chance of winning the GC and harder for the Allies to open the corridor and keep it in supply as historically, changes have been made to the Campaign file and a number of static BGs have been added. Recommended level settings for H2H are for German Green and Allies Line.

-As pointed out/suggested in the matrix forums by xe5, XXX corps can trace supply to an Allied AB minor depot and gain fuel/ammo. So even if the Germans manage to cut the corridor at son or veghel, etc, if XXX corp can trace its supply to overessalt /grossbeek/son heath etc it will be in supply. To counter this the minor depots have been removed from the 101st and 82nd drop zones. The Campaign was originally designed for the AB units to be in supply for 2 days. XXX corp should be able to link up with the 101st within this time, and has a good chance of linking up with the 82 within this time frame as well. It was decided to leave the supply depots for the British 1st Airborne for play balance. The thinking behind this being that this will give the British a reason to defend/hold the drop zones to the west of Arnhem, and if XXX corp manages to link up with the British 1st Airborne, the Allies are probably already winning the GC anyway. Though, feel free to mod the Campaign scenario file to remove the minor depots in the British area if you would like.

Also pointed out in the Matrix Forums, the Allied AB groups are only suppose to be in supply for 2 days, however they appear to have unlimited supply unless this value is "0" in the Campaign.text. I have changed this value to "0" in the Campaign file so that the AB groups do not have supply indefinetly. To Counter this change to make sure AB groups have supply for the 17th and 18th, the Allies have been given 10 supply drops for the 17th and 18th and should only be used for AB units.

German supply depots to the West of Nijmegan changed to minor depots (see below). German minor supply depots added to Best, Nederwetten, Wyler. German BGs in these area will be able to trace supply off the map instead of needing control of the adjacent map and VLs to be in supply. German major supply depots added to Grafwagen.

The Campaign text file has been modified so that Disbanded BGs reappear. This will help the Germans and may add some variation to the GC since the Allied player will not know what/where disbanded BGs will reappear and could potentially threaten the corridor. The German major depot to the West of Nijmegan has been changed to a minor depot so that Disbanded BGs will not reappear here, and thus be diverted to threaten the 101st corridor in the South, the 82nd DZs around Grossbeek, or the Arnhem areas to try and keep in line with history.

As currently it is to easy for the Allies to clear the corridor in the South and clear Valkenswaard and Eindhoven. XXX corps did not reach Eindhoven in force till the end of the day/evening of the 18th. The static group in Valkenswaard has been given more teams to hopefully allow the German player more staying power to hold Valkenswaard maybe two or three turns depending on the players skill. Eindhoven Static BG has been given a couple of panzerjager teams as well for Anti-Tank Capability.

Static BGs have been added to Nederwetten, Helmond, Gemert, Schindel, Uden, Oss, De Gelders, Beek, to  allow the German player to delay the Allied player and from taking these maps automatically thus slowing down their advance. Also, it serves as an incentive for XXX corp to use the Son/Veghel/Uden Airborne corridor which typically should be secured by Day 1, and this also should discourage XXX corp and AB units on initially straying from this corridor since it should take longer to secure the Nederwetten/Gemert/Helmond Route. The group in Nederwetten consists of SS troops and a SS Jagpanzer IV. This is to represent the remnants of two SS Inf. companys and a SS Bn of Jagpanzer IVs that had been reduced to about 8 by the 18th-19th, originally in action in the Valkenswaard area and after the initial XXX Corps breakthrough had reformed Southeast of Eindhoven. In reality they were not reformed here until the 18th, but the only way I found to include this blocking force was to use a static BG. Static BGs in Gemert and Helmond to represent reformed FJ elements of KG Walther. These groups also provides the German player a decent force in holding the approaches to the Helmond map until 107th Pz Brigade arrives and so this group will not have to "fight" its way onto the strategic map. Static Groups in De Gelders and Schjindel to represent German scratch forces that were in the area and hastly assembled, (2 inf replacement battalions, police battalion, etc). Static BG in Beek just to represent outlying defense for the approaches to Nijmegan Bridge.

German Static BG in Arnhem reduced by 1 MG team to make it easier for the British to take North end of the Bridge.

German Static BG in Best given 1 extra MG team to make it more difficult for the US to take the Bridge.

Also, in an effort to help the 107th Panzer Brigade counter attack, KG Walther has been moved to come out on the morning of the 19th (previously the 22nd) to help allow for the 107th Panzer brigade counterattack while having a follow up/reserve brigade to help prevent the allied player from moving in behind and cutting off their supply. There were remnants of KG Walther in the area before the 22 historically.

The arrival of KG spindler has been adjusted to 1800 hrs on the 17th instead of 1500 hrs on the 17th.  Based on my understanding of historical accounts, KG Spindler did not arrive till the late
afternoon/evening of the 17th and harrased the remainder of the Brit. 1st Brigade (Minus Frost 2nd Bn) West of Arnhem trying to reach the Bridge. As of now they can be get to Arnhem Bridge and defend the map before the Brit 2nd Bn can get there. Also, the location has been changed to Valkenhuizen North of Arnhem. The purpose behind this is to give Frost's British 2nd/Bn a better chance of getting to and taking the N. End of Arnhem Bridge while still allowing the Germans the ability to cut off the approaches to Arnhem from the West as occurred historically.


There is nothing in the game that enforces these. If both players agree, they will have to keep track manually by writing down/taking notes if necessary.

Only can be used for Allied AB Groups and to be used, Allied AB BG must be on an original Suply Point Drop Zone, or trace a line of supply back to an original Supply Point Drop Zone. **Note - NOT Applicable to the Allied AB supply drops allocated on the 17th/18th since all Allied AB groups originally suppose to be in supply for 2 days. Also not applicable to the Polish Para Brigade on the 22 since they would be assumed to be in supply for 2 days. Drops on for these exceptions can be used for Allied AB groups on any map regardless of tracing to supply point or not***

These Maps are as Follows:
US 101st - Original Drop Zone Supply Point - Son Heath
US 82nd - Original Drop Zone Supply Points - Overasselt, Grossbeek, Wyler
British 1st - Original Drop Zone Supply Points - Renkum Heath, Arnhem Heights

To emphasis the importance of the Arnhem Road Bridge in the campaign, it is recommended that some BGs incur delays when using Ferrys. A player can reach Nijmegan from North/East of Arnhem in the same number of moves whether they use the Arnhem Road Bridge or move down to Pannerden to use the Ferry which is not an accurate portrayal in my opinion. It is recommended that some of the BGS should incur a delay when using ferry crossings and the delay should depend on the BG size and whether they have armored vehicles attached. This is can be attributed to the amount of time required and resources that were available for transporting equipment across the ferrys represented in the game, especially for heavy armored vehicles.  The penalty should occur after the BG has used the ferry crossing (eg, Arm. Group moves from Pannerden to Doorneburg, the turn delay should be observed on the Doorneburg map)  Only one BG may be considered crossing at a time. To determine the delay look at the size of the BG, find the estimated Xing time, and add that the the time of the strategic turn time in which the group first moves across the ferry, the resulting number is the next time of the phase they can move. In reality it may have taken some of these groups longer to cross, but in an effort to maintain a balance between realism and playability, these are the suggestions.Inf BGs battalion size or less are assumed to be able to get the entire unit across in 3 hours so should not suffer a delay. Infantry BGs US regiment/British Brigade/German Brigades should take 6 hours to move across or incurr 1 daylight turn delay, no penalty at night time since these are 6 hour turns. Armour BGs battalion size or less incur a 6 hour or 1 daylight turn delay (this mainly applies to the Germans since the majority of there armor Groups are this size, all of the British Tank Groups are Brigade Size). Armour BGs Brigade size should take 12 hours or incurr a 3 daylight turn delay (**German 506h abt should be considered to be Brigade Size).  The night turns are 6 hours and would count as 2 turns, (1800 to 0000 hrs, and from 0000 hrs to 0600 hrs). Only one BG may cross at a time and no other BG should be able to cross until the last group to use the ferry is considered across the river. Ie, If an Arm. Brigade initially crosses at 0600 Hrs, it is considered to be using the resources at the ferry until 1800 hours, so the ferry crossing can't be used by another group until the 1800 hrs turn. Armoured groups are considered to be any mobile group with Armour (Ie, halftracks, armour cars, tanks, etc) **Note - AB units with Jeeps do not count as armoured groups**

So for example, most of the German Armour BGs that arrive North of Arnhem are battalion size or less. If they move across the Ferry on the 18th at 0900 hrs, they will incur a penalty at 12 hrs and then be able to move off the map at 1500 hrs. Or if they move to across the ferry at 1800 hrs, they should be allowed to move again at 0000 hrs,same if they move across at 0000 hrs, they should be able to move off the map at 0600 hours.

British Example, say the Coldstream Guards get to the ferry on the 22nd and cross at 0600 hours, they should not be able to move off the ____ map until 1800 hours, or if they move across they ferry at 1800 hours, they should not be able to move off the ____ map until 0600 the following morning.

Day turns 0600 through 1800 hrs
Night Turns 1800 and 0000 Hours.
Inf. BG Battalion or Less -CrossingTime - 3 hours -Daylight Turn Delay - None -Night Turn Delay None
Inf. BG Brigade/Regiment Size-      -CrossingTime - 6 hours -Daylight Turn Delay - 1 Turn -Night Turn Delay None
Arm. BG Battalion or Less -CrossingTime - 6 hours -Daylight Turn Delay - 1 Turn -Night Turn Delay None
Arm. BG Brigade Size -CrossingTime - 12 hours                -Daylight Turn Delay - 3 Turns -Night Turn Delay 2 Turns
  Topic: matrix hoax email? this 4real???

Replies: 40
Views: 29626

PostForum: The Mess   Posted: Wed Jun 15, 2011 7:45 pm   Subject: Re: matrix hoax email? this 4real???
Looks like Matrix is trying to sucker in some more people into buying one of their games and making a big deal about fixing things that shouldn't have been f#%$ed up in the first place.

Look for the re-release of Atari Pong for only $59.95 with Mega Updates to Include:
- Improved Paddle/Ball Pathfinding - Paddle actually moves in direction where you told it too instead of in the opposite direction!
- Redesigned Game/Scoring - Game now records the points you scored instead of giving them to your opponent!
- New Features - Try and find mini Elvis somewhere hidden in the background!

Dont worry, if you already bought the Pong Rerelease you will be given these updates for FREE!

  Topic: What are you reading?

Replies: 375
Views: 355470

PostForum: The Mess   Posted: Tue Mar 29, 2011 5:59 pm   Subject: Re: What are you reading?
Just finished reading the "Brenner Assignment" about the OSS missions to disrupt and block axis supply routes in Northern Italy and the Brenner Pass late in the war. Got it at borders for 9$ also on amazon for about the same price. Its an easy and entertaining read.
  Topic: Always wear your helmet in battle !!!!!!!!!

Replies: 12
Views: 9081

PostForum: The Mess   Posted: Tue Mar 29, 2011 5:47 pm   Subject: Re: Always wear your helmet in battle !!!!!!!!!
Yea I have noticed in the newer versions (WaR, TLD) that smoke rounds frequently will kill a soldier, havent compared the data files yet, but do not recall this occurring in CC5 or the older versions.
  Topic: Reinforcement battlegroups.

Replies: 2
Views: 4180

PostForum: Close Combat 5: Invasion Normandy   Posted: Fri Mar 18, 2011 2:55 pm   Subject: Re: Reinforcement battlegroups.
It should default to appear at another freindly major supply depot that is not currently occupied by another friendly BG, if those are full as well, it will be delayed until one is open
  Topic: H2H Grand Campaign Settings?

Replies: 10
Views: 15563

PostForum: Close Combat Last Stand Arnhem   Posted: Thu Mar 17, 2011 6:27 pm   Subject: Re: H2H Grand Campaign Settings?
Good question, jury may still be out for most people, but IMO, the balance is off in the GC, and until it is modded or adjusted, Germans should be given 1 level advantage (given 2 equal players), to give them more points/forces to counterattack in the south, though a 2 level advantage makes the German forces too strong in the North making it near impossible for Frost's battalion to take the north end of the Arnhem bridge. Allies should not be given above line, they already have plenty strong force pools, but more importantly each level gives them more time to take the bridges.
  Topic: Bridge out and Wrench symbol ?

Replies: 5
Views: 9002

PostForum: Close Combat Last Stand Arnhem   Posted: Thu Mar 17, 2011 6:15 pm   Subject: Re: Bridge out and Wrench symbol?
Have you got the latest patch? I recall some issues with the bridges being addressed in one of the patches, not sure if it specifically addressed your issues though.
  Topic: Team Campaign

Replies: 7
Views: 18486

PostForum: H2H Multiplayer   Posted: Thu Mar 17, 2011 5:19 pm   Subject: Re: Team Campaign
I could be up for this, depending on the version or mod
  Topic: House rules for H2H GC

Replies: 5
Views: 5395

PostForum: Close Combat The Longest Day   Posted: Fri Mar 04, 2011 3:42 pm   Subject: Re: House rules for H2H GC
"Allied Para BGs take one day to reform i.e cannot move during the first day (prevents US para BGs taking control of all maps in the Utah sector on the first day + gives a chance to the 6th FJR to counter-attack)"

Good rule, always thought this should have been stock in the TLD GC anyways. Given the D-day the objectives of the of the US Para units, factor in the scattered airdrops and consequently disorganization of US para units, also given the german forces in the area, they were not able and should not be able to leisurely tour the French Countryside.
  Topic: WAR H2H effective strategies against Axis Grand Campaign

Replies: 6
Views: 6633

PostForum: Close Combat Wacht am Rhein   Posted: Fri Oct 29, 2010 3:01 pm   Subject: Re: WAR H2H effective strategies against Axis Grand Campaign
As far as maps in the north,IMO, Recht and Meyerode are both bad for tanks and good defensive maps for the Allies against tanks, lots of woods with only a couple of limited roads/paths for tanks to advance.

also, Butgenbach can be a good defensive map initially against strong german armour attacking from the east ( Bullingen) if you have a group there with good At capability (3" and 57mm) given that the starting position for the germans is in the bottom southeast corner of the map, US can deploy AT in N edge and W edge getting flank shots on german armour.
  Topic: A small attempt to make a more Historical LSA

Replies: 58
Views: 44869

PostForum: Close Combat Last Stand Arnhem   Posted: Fri Oct 08, 2010 5:29 pm   Subject: Re: A small attempt to make a more Historical LSA
Looking good, nice work
  Topic: GameRanger Screen Name List

Replies: 76
Views: 95206

PostForum: H2H Multiplayer   Posted: Fri Oct 08, 2010 12:14 pm   Subject: Re: GameRanger Screen Name List
Im usually out there hanging around at somepoint on the weekends, like to play Ops/GCs on  GJS, Utah, WaR, LSA and if its TLD an op or battle

  Topic: CCLSA realism

Replies: 23
Views: 23238

PostForum: Close Combat Last Stand Arnhem   Posted: Thu Oct 07, 2010 4:39 pm   Subject: Re: CCLSA realism
Nice changes above, Yea this game is way too unbalanced in favor of the allies IMO and there needs to be some adjustment to give the germans more of a chance and make it harder for the Allies to keep the corridor open as it was historically

In addition to above I have a couple of suggestions

It seems like the 30th Corp reinforcements come in way to quick, may balance out better if these were more delayed to represent the problems the Allies had trying to move everything up the one road

Also the 107th Pnz  is the most capable group as far as Units/Force Pool of posing a threat in the south, however the map that the 107th Pnz Brigade appears on should be a German Supply Point, as is currently If Im playing Allies in H2H, im am going to send an US AB group down to take their supply point at the first Map to the north so when the 107th appears on the map they will automatically be out of supply. It doesnt make sense how its currently set up. Also, it seems like the 107th Pnz brigade should maybe be split into two BGs so that they have a BG to protect their supply point. As is currently if they try to cut the corridor with only one group from that side they are going to get cut out of supply.

also, I think Disbanded German BGS should be able to return
  Topic: Disappearing Teams from German BG Forcepools

Replies: 1
Views: 4806

PostForum: CC5 Gold, Juno, Sword   Posted: Fri Sep 24, 2010 2:26 pm   Subject: Disappearing Teams from German BG Forcepools
Playing  a H2H GC in GJS, always use the general rules outlined in the guide for playing GCs in CC5 in multiplayer as fas as going back to command screen and reloading in lieu of hitting next,etc.

Its been awhile since I played this or any CC5 mod,I remember apparent stock CC5 bug where German battle groups maybe losing a team every now and again from their roster that was not involved in battle, but nothing like this.

My opponent has got the I/22 21st Panzer cut out of supply in Buron. He has not broken out any tanks in battle yet so no chance of them being immoblized from damage/lack of fuel/or just being completely knocked out. This group starts the GC with 2-3 Bef Pnzr IVs and 12-14 Reg Pnz IVs. On Day 11 now, and now they do not have any Bef. Pnz 4s, and only 10 reg Pnz IVs left in the FP.  So essentially this group has lost 4-6 tanks for no reason. Has anyone else experienced this to this scale? Does supply excaberate this bug?

We did have an end of game crash on this map in the first battle, wondering if that could have corrupted data somehow.
  Topic: WAR H2H effective strategies against Axis Grand Campaign

Replies: 6
Views: 6633

PostForum: Close Combat Wacht am Rhein   Posted: Wed Sep 22, 2010 7:49 pm   Subject: Re: WAR H2H effective strategies against Axis Grand Campaign
What settings are you playing with ie line vs line, time limit, morale etc?

In following up what Dundraderl said, in general as Allies you want to delay the Germans as much as possible and try to prevent any major breakthroughs in your line until you get enough reinforecments in to create a solid line. Chances are the Germans will breakthrough somewhere unless your opponent is not very good. Study the strat map connection map and make sure you know the movement possibilitys between maps (not clear when in the Game itself) and protect the main avenues/lines of advance toward key maps and your supply lines. Knowing the connections between maps will let you know what key exit/entr vls to hold on those maps in the battle phase as well as the best routes to get your reinforcements to the front as quick as possible to where you need them in the strat phase.

Generally speaking the two southern most maps the US German BGs are fairly matched and it is difficult for the Germans to breakthrough iinitially on these maps. Germans are more likely to breakthrough in the Middle over the 28th div and in the North if they switch out their 1st ss and 12th ss Armor Groups with the starting 3rd FJ and Volks BG. Of course the Allies get a fair amount of reinfocrements in the North to plug holes if develop, while only one 9th BG in the middle so be wary of any breakthroughs in the middle, you may want to start sending some of the  reinforcing BGs from the North early towards the middle of the Start map or somewhere in between depending on how the situation is looking.

I prefer to use my US Armor Groups as firebrigades keeping them behind the main defense line to meet a German breakthrough if needed. Dont let these groups get cut out of supply.

Be wary of pulling back Allied groups in the first couple of days unless absolutely necessary due to chance of redirection and possiblility of nasty meeting engagement in German Favor.

good luck
  Topic: how long till patch?

Replies: 13
Views: 11943

PostForum: Close Combat Last Stand Arnhem   Posted: Mon Sep 20, 2010 2:53 pm   Subject: Re: how long till patch?
wait what game is this patch for? oh yea now I remember ....LSA.... after pulling it off the shelve and removing the dust and cobwebs off of it almost three months since I bought it
  Topic: Maps errors not fixed in the new WaR patch...

Replies: 71
Views: 63250

PostForum: Close Combat Wacht am Rhein   Posted: Thu Aug 26, 2010 3:14 pm   Subject: Re: Maps errors not fixed in the new WaR patch...
I haven't downloaded the latest patch cause im still trying to finish a H2H GC, but it looks like from what Im reading the latest patch may have fixed some things but made some things worse?
  Topic: Classic Screenshots from Zone Unearthed

Replies: 21
Views: 14017

PostForum: The Mess   Posted: Thu Aug 26, 2010 3:07 pm   Subject: Re: Classic Screenshots from Zone Unearthed
Gotta love those sore losers who take the game way too seriously
Page 1 of 2 Goto page 1, 2  Next
Time synchronized with your computer time
Jump to:  

Forums ©

In August of 2004, Zappi, Homba, Bambam887, RedScorpion and MOOXE all pitched
in to create this Close Combat site. I would to thank all the people who have visited and
found this site to thier liking. I hope you had time to check out some of the great Close Combat
mods and our forums. I'd also like to thank all the members of our volunteer staff that have
helped over the years, and all our users that contributed to this site!