Posted: Sat Feb 23, 2013 5:17 am Post subject: Marine Gazette article about CloseCombat by Major B.McBreen
“Close Combat” and Learning Infantry Tactics
I have learned more about small-unit infantry tactics from the “Close Combat” simulation than I
have from fourteen years of Marine Corps infantry experience.
“Close Combat” is a computer combat simulation published by Atomic Games. The focus of the
simulation is on infantry combat at the small-unit level. The series currently consists of five versions:
Close Combat I: Omaha Beach, II: A Bridge Too Far , III: The Russian Front, IV: Battle of the Bulge, and
V: Invasion Normandy.
I am an infantry major with fourteen years commissioned service, seven years with 5th Marines, three
years in schools, and three years as an infantry training officer with the Marine Corps Warfighting Lab. I
have deployed overseas with 2nd Battalion, 5th Marines four times. I have commanded two infantry
platoons and one rifle company. I have served as a battalion operations officer and regimental operations
officer. I am a student of tactics. I have taught NCOs and officers infantry tactics. I have participated and
led tactical decision training.
None of these activities or learning experiences can match the effective and focused tactical learning that
I have experienced through repetitive fighting of the small unit scenarios in “Close Combat.”
“Close Combat” permits a player to fight hundreds of scenarios, make thousands of tactical decisions,
experiment with different tactics, and learn from his mistakes. I would be a far more qualified platoon
commander now than I was twelve years ago. Through fighting the “Close Combat” simulation, I have
internalized significant platoon-level tactical lessons:
• Long unsupported assaults are deadly . Assault for short distances, against a lightly armed or
well-suppressed position. A single enemy soldier can destroy a squad across 100 meters of open
ground.
• A long covered approach is always better than a short open route. Be careful of covered
approaches that cannot be covered by an overwatching unit.
• Every unit needs obscuration. Smoke save lives. Every assault and every withdrawal should use
smoke.
• Fire and maneuver is the key tactic. Use the majority of your force to overwhelmingly suppress
the enemy, and a small assault unit to rapidly close on the objective.
(If you want more, and there are plenty of examples of basic tactics for the hard corps, let me know and I will try to post a link or the whole essay, space permitting. I would say that this throws a whole new validation- illumination on Close Combat.)
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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!