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Author Message
  Topic: Der Kessel August news. Maps
MajorMac

Replies: 1
Views: 3392

PostForum: CC5 Stalingrad Der Kessel   Posted: Thu Aug 31, 2006 1:03 am   Subject: Der Kessel August news. Maps
Well done pzjaeger, your attention to detail will surely lead to a great mod. I am glad that you have persevered with this project, it is sure to be a 'hit' in the CC5 community. :ok2
  Topic: To all Australians and New Zealanders
MajorMac

Replies: 9
Views: 5192

PostForum: The Mess   Posted: Thu Aug 10, 2006 8:13 am   Subject: To all Australians and New Zealanders
Bob (Bear) Buick who was the PL SGT of 10PL (I think) D Coy 6RAR at Long Tan came to RMC as a DS on annual field training in 1979 and I can still clearly remember him bellowing out a massive bollocking to my company during the debrief of a attack that we had put in. He was one of a number of heroes we had come through the place during my time there. It was not really until later that we appreciated who these guys were and what they had done and why they always wanted our shell scrapes deeper and our arses down lower as we fought through positions. I found out this morning from a medals dealer I know that one of the better 'teachers' of that cohort had passed away a couple of years ago. Seems to be the way with that 'vintage', that many are not living as long as the returned WWII guys.
  Topic: I found hoffa's body on Stalingrad map on CC3
MajorMac

Replies: 16
Views: 19179

PostForum: The Mess   Posted: Mon Jul 17, 2006 1:14 pm   Subject: I found hoffa's body on Stalingrad map on CC3
Hey Tack, can you throttle back on the language please. There are kids who read these threads. Thanks in anticipation.
  Topic: Six Day War
MajorMac

Replies: 3
Views: 4896

PostForum: Close Combat 5: Invasion Normandy   Posted: Sat Jul 15, 2006 1:04 am   Subject: Six Day War
This site has some information that may be of use from the Israeli side
http://www.israeli-weapons.com/israeli_weapons.html
  Topic: Installing RSR.01
MajorMac

Replies: 5
Views: 4103

PostForum: Close Combat 5: Invasion Normandy   Posted: Tue Jul 04, 2006 1:40 am   Subject: Installing RSR.01
After you re-install CC5 and the patch, you might want to download and install the RSR1.0 plugin. It is a bit more stable than the 0.x versions. Stick with it, RSR is a top mod and well worth the effort to get it running even though it does not get much discussion in the forums.

MajorMac
  Topic: June news
MajorMac

Replies: 9
Views: 6687

PostForum: CC5 Stalingrad Der Kessel   Posted: Tue Jul 04, 2006 1:30 am   Subject: June news
Good work pzjager,

Looks like all of your hard work is headed towards a great mod. Looking forward to your Christmas present t the CC community. Smile

MajorMac
  Topic: stalingrad campain how do you win?
MajorMac

Replies: 1
Views: 2780

PostForum: CC5 Stalingrad   Posted: Thu Jun 15, 2006 1:35 am   Subject: staingrad how do you win?
I had a similar problem with an RSR grand campaign I was working through. Soviet BGs that had been cut off and supposedly disbanded kept reappearing each morning two maps the wrong side of the FEBA (forward edge of the battle area). I read a post in one of the forums and it might have been Stalingrad, that it is best that after each battle you save the game and exit CC5. To move to the next battle, relaunch your CC5 mod and progress to the next battle. If you proceed to the next battle without (saving and) exiting, those disbanded BGs pop back up at the start of the next morning. I now do this and although it is a bit of a drag, it seems to work. Sorry if this is bad news coming at the back end of your campaign.
  Topic: For the Australian and New Zealanders
MajorMac

Replies: 9
Views: 5523

PostForum: The Mess   Posted: Tue Apr 25, 2006 8:03 am   Subject: For the Australian and New Zealanders
Lest we forget.
  Topic: Problem with Okinawa's hill 187 .txt file
MajorMac

Replies: 2
Views: 3145

PostForum: Tech Support   Posted: Sun Apr 23, 2006 2:25 pm   Subject: Problem with Okinawa's hill 187 .txt file
Drizzt is right, the Hill178.btd is the culprit. if you can't create one let me know as I keep a spare zipped and ready to go.
  Topic: loading APC?
MajorMac

Replies: 6
Views: 4517

PostForum: Close Combat 5: Invasion Normandy   Posted: Thu Jan 12, 2006 1:19 am   Subject: loading APC?
I remember reading the original post that you have been referring to. I suggest that you re-read the post as it was written by someone whose first language was not English. Previous replies (from people who really know CC5 inside out) to this thread have said that it is beyond the capabilities of the original program. As for simulating troops disembarking from APCs, you can move the squad up independently from the APC and at the drop point move them into play from the back of the APC. This is why the notional embarkation of Infantry in APCs in RSR is unsatisfactory - not very realistic. As you know RSR is a Mod and is limited by the underlying CC5 engine, the guys who put these Mods together have done some fantastic stuff but unfortunately there are limits and this is one of them. Good luck with RSR it is a great Mod that is not often discussed.
  Topic: loading APC?
MajorMac

Replies: 6
Views: 4517

PostForum: Close Combat 5: Invasion Normandy   Posted: Tue Jan 10, 2006 4:07 am   Subject: loading APC?
I am currently playing the RSR grand campaign as the Western Allies and I have not seen any evidence of any APCs being able to load or unload Infantry - sorry. Sad
  Topic: The PIAT
MajorMac

Replies: 12
Views: 5434

PostForum: The Mess   Posted: Mon Jun 13, 2005 3:45 am   Subject: The PIAT
In CC, I certainly agree that the PIAT is really only a short range amoured vehicle ambush option (for rear and flank shots) that should be use in conjunction with other teams. This is especially the case when the German side still has effective Infantry teams about. Good luck to anyone who has pulled off a front on kill with any of the Allied manpack AT weapons in CC as in real life they had numerous short comings and were not issued in the quantities that the panzerfaust family of weapons were.

PIATs were notorious for their rough construction (as were other mass produced British weapons like the Sten gun and the 'Sticky bomb') and subsequnet unreliability. This only adds to the degree of valour of those who actually managed to used them effectively in combat. PIATs suffered from dodgey ammo that had a tendancy to prematurely explode and projector springs that broken. They also had to to be loaded in a very specific way and this had to be done in the standing position using 90Kg of force as mentioned by another poster). The M9 Bazooka was probably a better weapon being electrically fired but had a smaller warhead (again rear shots to the like of Pathers were the best option) that allowed the two man crew to carry and get off more rounds from the prone postion. Sure, they had the back blast issue, but well sited, they could still be very effective in a built up area. The Germans really had the right idea of issuing simple but effective AT weapons down to squad level but also don't forget that some of the Germans tanks were mechanically very unreliable (especially the Tigers) and if they were immobilised they could be taken out before they were recovered.

There is a good site on more of this sort of stuff at http://www.geocities.com/Augusta/8172/panzerfaust.htm
  Topic: CC5 Okinawa problems
MajorMac

Replies: 2
Views: 2644

PostForum: Close Combat 5: Invasion Normandy   Posted: Tue Apr 26, 2005 12:47 am   Subject: CC5 Okinawa problems
I had this problem some time back and got some great assistance. There was a minor typo in the Hill 178.btd file and I think there was also a small issue with the Hill 178.txt file. You can fix these yourself by checking out similar files and correcting the errors in the offending files or you can download Okinawa Version 1.02 plug-in and Maps and you be OK. With Daigashi Ridge, I think the problem was that not all the required file come through in the download. You may need to get the indivivdual map folder and check that you get all the file types in version 1.02. This is a good mod/ plug-in and it does work with the update.
  Topic: AT tactics
MajorMac

Replies: 9
Views: 6418

PostForum: Close Combat 5: Invasion Normandy   Posted: Tue Apr 05, 2005 1:06 am   Subject: AT tactics
All fair points, however I do stand by my observation about the tanks stopping when they have lost all their accompanying Infantry. What I should have added was that I have also experienced the AI behaving as Tacloban has described. I have seen tanks 'sniff' around VLs without Infantry (but there have still been some Infantry teams or remnants still about). What I have also seen has been a burst of enemy activity (including tanks without Infantry support) starting up with around five minutes left on the clock. It is almost like the AI is waiting you to do something impetuous, then trying to take VLs in the last seconds of the allocated time.

I am not a big 'under the hood' technical guy with the CC series but I know enough to know when to ask for help. I enjoy the company level game play afforded by the CC series and have downloaded many games. I have also received some very generous assistance and would like to contribute in some way to the CC community. Whilst I don't have the time to learn how to build mods and maps, I have a couple of clues about tactics at this level and above and would be happy to participate in discussions with those that may find it of benefit.

Cheers
  Topic: AT tactics
MajorMac

Replies: 9
Views: 6418

PostForum: Close Combat 5: Invasion Normandy   Posted: Mon Apr 04, 2005 3:22 am   Subject: AT tactics
As well as range you will have to consider the siting of your AT weapons. Before you start your battle, decide what you want out of the battle. Do you want to destroy the enemy forces, take all the victory locations yourself, make limited gains or just hang on on that map for another turn? Also think about what your opponent will be trying to do and think about how you can 'defeat his plan'. When you are positioning your AT units think about where and how you will want to kill the enemy armour (this will be determined to some degree by the CC units you have available and the characteristics of their weapons). Have a look at the map and look for 'killing grounds', open spaces (generally) where you want to stop your opponents progress and destroy his units. Check your map for minefields and other obstacles such as AT ditches, rivers, bridges and fords. Your assessment of your opponents plan might suggest that he will have to take a bridge or a ford to continue the advance. Try to cover these obstacles with observation and fire so that you deny the use of 'choke points' and split the armour from his Infantry when ever you can. Historically minefields were sited to channel an enemy into a killing ground or deter or slow progress in a particular direction.

Some people like to array their units for a big opening shoot em up. Consider siting your weapons to a flank and use 'folds in the ground' that provide cover from direct fire and observation by the enemy. You may not be able to use then in any opening exchange, but you should be able to keep them intact until a good target enters your nominated killing ground. Well sited weapons should be given a limited arc of fire and maybe an alternate (or two but no more). If you can engage every spot on the map, then they can probably see and engage or suppress you. Even if their tanks can't see your AT, Infantry may detect you and follow up with (accurate?) mortar fire which is one of the better ways of putting crew served weapons like AT guns out of business.

When using smaller calibre AT weapons look for opportunities for side and rear shots on the opposing armour (AFVs are designed to reduce the effect of front on fire). If you are considering an AT ambush you may need to screen your AT teams from scouts and other infantry using infantry or LMGs in the ambush mode so that the gun crews don't get jumped and taken out at close range.

AT weapons are useful in breaking up Infantry / armour thrusts. I have noticed playing the AI that if you take out the opposing Infantry, the tanks will generally hold their ground and not advance without them. AT weapons in real life scare the tankies shi_less even thought they will never admit it, especially in close country. A good rule of thumb is that if you are advancing with Infantry and armour in open ground, have you tanks led and the Infantry follow. In close country, like forests and jungle in the Okinawa MOD, keep the tanks back (until you have either accounted for known enemy AT threats or if you are forced to commit them to the battle to give your Infantry a hand). Keep this in mind when siting your AT weapons. Also see if you can layer your AT defence. You will generally have access to short, medium and longer range AT weapons. Try to cause attrition to your opponent as far out from your positions as possible and try to channel them into your pre-identified killing grounds. Where possible site your weapons so that they can mutually support each other as individual weapons or teams can be isolated and picked off one by one if you fail to do so.

As the enemy armour gets closer or if they advance into build up areas (towns and villages) or close country, well sited ambushing Infantry with their own AT weapons can have a go at them often to good effect. Be prepared though for Infantry losses as if you screw these close range attacks up, tanks will hose down your Infantry. Tanks have limited close in visibility so any close in attack on a tank will be helped by the judicious use of smoke either from the assaulting Infantry or mortar smoke rounds if you have time to get it on target. Check and see if your Infantry also have any AT capability before sending them in, it will save you a team as bayonets and small arms fire will not generally do the trick. For me one of my great CC moments was watching a lone US bazooka man (who had previously panicked and had to be coaxed back across the map) take out a Panther tank with a close range shot to the rear when it was stuck in a village street.

Consider maintaining a small reserve of your own forces that have some AT capability. Tanks are often best kept back out of any initial shoot out and can be used to good effect in a counter-attack once your AT have thinned out the enemy's armour and slowed up their Infantry. Use every opportunity to destroy you opponent's mortars either with counter battery fire from your own artillery / mortars and airstrkes if you don't have any more deserving targets. You will be able to hear their 'primaries' (the sound of them firing) and may also be able to see the small puff from the firing point.

I have dumped a fair bit of stuff on you here, hope I have not swamped you. Good luck and happy tank hunting.
  Topic: Karelia 1.1 Plug-in installlation problem
MajorMac

Replies: 8
Views: 4898

PostForum: Close Combat 5: Invasion Normandy   Posted: Sat Feb 05, 2005 8:57 am   Subject: Karelia 1.1 Plug-in installlation problem
Thanks Senior_Drill and Antifa. Sorry it has taken me so long to reply. I'll give the changes a whirl.

Cheers
  Topic: Karelia 1.1 Plug-in installlation problem
MajorMac

Replies: 8
Views: 4898

PostForum: Close Combat 5: Invasion Normandy   Posted: Sun Jan 16, 2005 7:37 am   Subject: Karelia 1.1 Plug-in installlation problem
Thanks for the feedback. I checked the map requirement before installing the plug-in and as I already had all the maps in for Bloody Omaha and GJS, I did not worry. Are these Karelia maps any different to the original GJS of BO maps?
  Topic: Karelia 1.1 Plug-in installlation problem
MajorMac

Replies: 8
Views: 4898

PostForum: Close Combat 5: Invasion Normandy   Posted: Fri Jan 14, 2005 9:41 am   Subject: Karelia 1.1 Plug-in installlation problem
I have tried to install the Karelia 1.1 plug-in for CC5 using CfgV13 and the installation fails with a message that says that the transfer of a file in the Graphics folder doesn't go through because it is not there. The file, FT.azp was not in the Graphics folder when I checked and it did not appear even after a full re-installation of CC5 and the 5.01a patch. Anyone have any ideas?

By the way this is a great site! Congratulations to all those behind it.
  Topic: Okinawa mod not working please help!!!
MajorMac

Replies: 3
Views: 3298

PostForum: Close Combat 5: Invasion Normandy   Posted: Thu Jan 13, 2005 2:42 am   Subject: Okinawa mod not working please help!!!
There is an Okinawa plugin that works well until you are about seven battles into the campaign then it all falls over. I emailed the orginal autor and he said that he did not know who developed the plugin. I too am waiting for some to fix this one.
 
 
 
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