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Do incapacitations count as a soldier's kills?



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Author Message
  Topic: CC5 H2H - do I need to move on?

Replies: 2
Views: 3986

PostForum: H2H Multiplayer   Posted: Fri Apr 11, 2014 12:56 am   Subject: Re: CC5 H2H - do I need to move on?
mooxe wrote (View Post):
The only thing just as good or better than CC5 right now is the Battle for Caen mod for TLD. It's basically a modded version of GJS for TLD. With all the bugs fixed. Forcepools are heavily modified to.

I don't know if its Gameranger thats the problem. It should just be establishing the connection. I am on GR lots, try it with me and we'll narrow down the problem.

Thanks for the offer, which timezone do you live in? I am in GMT+8 and can only play in the evenings. Or maybe a brief session in the morning.
  Topic: CC5 H2H - do I need to move on?

Replies: 2
Views: 3986

PostForum: H2H Multiplayer   Posted: Fri Apr 11, 2014 12:37 am   Subject: CC5 H2H - do I need to move on?
Hi all,

coming back to CC5 after some time I learned that gamespy is no more and the new thing is gameranger.

I installed it and played a few battles of an operation (vanilla CC5) with a friend, everything worked fine. We tried to pick up our save from that session two days later and the game would crash every time after picking forces (we probably tried a dozen times).
So we went to direct connection which I couldn't get to work with my machine hosting, but it worked with my friend hosting - establishing a connection that is. The save game still did crash on us when going to the map for placement.

So we restarted the operation and it worked fine for the few battles we had that evening. Gameranger still wouldn't work with a new operation that night.

So my question is a) am I doing something blatantly wrong that affects the stability of the game or Gameranger, and maybe more likely b) do I have to move on to one of the newer incarnations of the series to enjoy a more stable h2h?

Moving on would be a bummer since I wouldn't want to loose access to the great variety of mods from CC5. But if I had too, which of the newer ones would be the best to go to for H2H?
  Topic: 7A challenges other clan(s) to SAS op

Replies: 7
Views: 7517

PostForum: H2H Multiplayer   Posted: Sun Mar 22, 2009 12:30 am   Subject: 7A challenges other clan(s) to SAS op
I've been away for a while from CC but never heard of a clan BKP before. Do they have a site?
  Topic: GameRanger

Replies: 13
Views: 15185

PostForum: Close Combat 5: Invasion Normandy   Posted: Wed Nov 19, 2008 10:56 pm   Subject: Re: GameRanger
Is there any advantage compared to Gamespy?
  Topic: save a troop arrangement

Replies: 6
Views: 5580

PostForum: The Mess   Posted: Fri Nov 07, 2008 3:34 pm   Subject: Re: my own lessons in battle tactics
jhermeyer wrote:
Of course in a real war situations don’t repeat exactly. But this is a simulation game. Admit tingly quite often I’m playing it as a lesson on the path to perfection (mad as I am). Then my setting is a strong troop on my side and week forces on the enemy side. Now, as I know I will win, my goal is to minimize losses or time. Therefore I often play the same battle just to see if I could sweep all enemy without losing (or even wounding) a single man. Isn’t that what all commanders in reality should be out for? However playing under that premises the starting constellation matters a lot. That is called battle tactics in officers school, it is old as the ol Egyptians, and formerly was played in sandboxes (by grown ups too). So, I will continue to do that I just was curios if I could save a little time between two runs

This sounds like you're playing against the AI. I recommend to dig into h2h play, by far more fun and challenging than AI play could ever be.
It will become of less concern how fast you are or if you can reduce losses when you'll fight for survival more often than not.

Btw. the AI is not a worthy opponent for battle tactics either. You already mentioned sandbox games those require a human opponent for a good reason.
  Topic: save a troop arrangement

Replies: 6
Views: 5580

PostForum: The Mess   Posted: Thu Nov 06, 2008 3:27 pm   Subject: save a troop arrangement
jhermeyer wrote:
Well I ment : is there any possibilty (lets take CC5 or CC4) to save before the battle ?

No, but there is a lot of 'learning the hard way'... Very Happy
  Topic: Hey there

Replies: 2
Views: 2956

PostForum: The Mess   Posted: Thu Oct 30, 2008 11:39 pm   Subject: Hey there
I'd like to add that you should go for online gaming against another human. The AI will be boring rather soon and there is a huge difference between playing the AI and playing a human.

Prepare to get your ass handed, but you'll have more fun this way, believe me. Razz
  Topic: can someone help?

Replies: 2
Views: 4170

PostForum: Close Combat Wacht am Rhein   Posted: Thu Oct 30, 2008 11:34 pm   Subject: can someone help?
try EBay or the bargain section of game dealers. I've seen it at least at two different stores in Germany over the last two years or so.

You could also look out for Gold Games 5, it was part of that bundle among some other nice titles.

Good luck, it's gonna be worth the effort. Smile
  Topic: cc5 Afrika install

Replies: 5
Views: 6301

PostForum: Close Combat 5: Invasion Normandy   Posted: Thu Oct 30, 2008 5:33 pm   Subject: cc5 Afrika install

C:\Program Files\SSI\Close Combat Invasion Normandy\

your installation directory? Is the file there?
  Topic: Opponent for a GC searched

Replies: 0
Views: 2566

PostForum: Close Combat 5: Invasion Normandy   Posted: Mon Dec 03, 2007 3:11 pm   Subject: Opponent for a GC searched
I'm looking for an opponent for a GC.

I'm pretty open with regard to the mod to play but I like the usual rules (eg 15mins, no morale, VL Rule, tank limit).

On a scale from 0-10 I'd rate myself a 4-5 and I'd like to play someone around 4-6.
I'm in GMT+1 and I usually have about 4-5 evenings a week where I can spend 2-3 hours on the campaign. Depending on the campaign this should get us the thing done in about two months.

Anybody who is interested please write me a private message to discuss the details and your preferences.
  Topic: 2nd Kharkov mod has been released!

Replies: 38
Views: 46301

PostForum: CC5 Kharkov   Posted: Fri Nov 30, 2007 9:30 am   Subject: 2nd Kharkov mod has been released!
Drizzt wrote:
Hi, sincerely I don't think that in my mod IA is "terrible". But I agree with you that CC5 IA speaking in general is not good so also in my mod is not good.
About vetmods I'm sorry but for now I don't have planned to do them, maybe in future. If someone want to do and release them I am glad! Only they should be considered "unofficials".

Regards, Drizzt

Drizzt, my apologies if I wasn't clear about that, but it's of course not your mod that causes the AI to behave as it does. I'm generally not happy with the AI neither in Vanilla nor in any mod I've played so far.

The vetmods available for some mods help a lot in this regard. Alternatively one can choose to play one sided ops, but personally I believe vetmods are the way to go until someone develops a decent AI for this game series.

Thanks again for all your time and effort spent to bring this mod to life.
  Topic: 2nd Kharkov mod has been released!

Replies: 38
Views: 46301

PostForum: CC5 Kharkov   Posted: Thu Nov 29, 2007 12:48 pm   Subject: What we need now...
Played a couple of maps against the AI, general feeling is good, liked what I saw so far.
Problem - as always - is the terrible AI, so I wondered if there is/will be a vetmod around soon?
  Topic: 2nd Kharkov mod has been released!

Replies: 38
Views: 46301

PostForum: CC5 Kharkov   Posted: Wed Nov 28, 2007 12:29 pm   Subject: 2nd Kharkov mod has been released!
Another cool mod!!! Smile

Just checked the maps screenies and started to download the baby. Thanks to all the people who put effort in this and all other mods/maps and keep the community supplied with such a variety.
  Topic: Recognition where it's due

Replies: 24
Views: 18666

PostForum: CC5 Gold, Juno, Sword   Posted: Mon Nov 26, 2007 3:41 pm   Subject: Re: mmm
ANZAC_Lord4war wrote:
real men dont wear kilts!

Nonsense, real men just don't have underwear beneath... :Cool
  Topic: CC5 GJS 4.4 vetmod2

Replies: 4
Views: 6338

PostForum: CC5 Gold, Juno, Sword   Posted: Mon Nov 26, 2007 3:29 pm   Subject: Re: CC5 GJS 4.4 vetmod2
salhexe wrote:
Here a new one vetmod drawn from its original GJS.

The greater changes regard rehash of Sai and the section an infantry and mortars nonthat modifications to the bgroups.

Goodfight Very Happy

Thx for the Vetmod Salhexe.

One question regarding TRSM. is this vetmod compatible with TRSM, if so which one hast to installed first, TRSM or the vetmod?
  Topic: CCMT Released - Nov 14th 2007

Replies: 58
Views: 44676

PostForum: Close Combat Modern Tactics   Posted: Fri Nov 16, 2007 5:51 pm   Subject: CCMT Released - Nov 14th 2007
Tejszd wrote:
Agreed, there isn’t really a single player “game”, just single player battles. There is no carrying over of anything from one battle to another (ex. no experience, health, medals, kills, etc.). No point in saving anyone in the current battle....

But some really good single battles could be made using our favorite mods; for example l all the GJS beach maps could be combined together and there could be multiple allied players storming the beach against 1 German player. In addition to the numbers the Allied player(s) could also have lots of air and naval support as its not limited to 1 per battle in CCMT like CC3/4/5.

I agree, the MP experience might be interesting despite the fact there will be no carry over.
Anyone already has some experience how this is handled, in a 5vs5? Would that mean up to 5+5*15 = 150 groups on the map? Given the bigger map size I believe this might be very well possible.
  Topic: CCMT Released - Nov 14th 2007

Replies: 58
Views: 44676

PostForum: Close Combat Modern Tactics   Posted: Fri Nov 16, 2007 12:29 pm   Subject: CCMT Released - Nov 14th 2007
AT_Stalky wrote:


PS: if it had OP/GC i would run to buy it... Not for modern war Sad , but for WW2 mods..

Exactely what I was thinking. Smile

Seems we need to wait for the next logical step which is combine the OP/GC of CC5 with the MP capability and larger maps of CCMT. Unfortunately the OP/GC aspect is probably not much required by the customers from the military, just the gamers need that.
  Topic: Close Combat Moder Tactics is available NOW!

Replies: 3
Views: 2656

PostForum: The Mess   Posted: Thu Nov 15, 2007 10:09 am   Subject: Close Combat Moder Tactics is available NOW!
If I get it right there is no strategic map and no BG's, no real campaign...
Seems it's lacking the beef, IMO. Sad
  Topic: Favourite aspect of the game?

Replies: 5
Views: 4057

PostForum: Close Combat 5: Invasion Normandy   Posted: Sat Jun 02, 2007 6:14 pm   Subject: Re: Favourite aspect of the game?
The realism and the variety.

The latter means kudos to the modders and the community. Wink
  Topic: problem installing a mod

Replies: 3
Views: 3717

PostForum: Close Combat 5: Invasion Normandy   Posted: Thu May 31, 2007 9:36 am   Subject: Re: problem installing a mod
titopalas wrote:
failed to copy c:\program files\ssi\close combat invasion normandy\cc5.exe to system\original\cc5.exe because c:\program files\ssi\close combat invasion normandy\cc5.exe does not exist

Sounds like a screwed installation. Do you use cfgMgr?
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