Friday, 2 November 2018

Close Combat 2....

I've been pottering about with The Close Combat games again. My favourites being #2,3 and 4.
In trying to record some gamplay 3 and 4 were acting very shy by crashing a lot. 2 stood the test of time. So I did a lot with it. Even if it doesn't have a lot of the features in 3'n'4. Like the epic plinking noise for tank damage or persistent wrecks. Still a fun game.

The Son town bridge taken with 33 seconds to spare. It never happened that way in the campaign...


I had been thinking that there must be a different unit allotment and quality for the single battle map.
But no. They take the starter units from the previous map and add in the likes of the machine gun and PIAT team equal to the number of points you would have had to spend anyway. Which makes sense as your forces would've had to push through the town map before getting to the bridge.


Fair enough. If they were to alter that calculation then you'd have too many variables. How many day's into the battle do you start, how many casualties you take, how long your ceasefire lasts and how many reinforcement points you get to spend. So yea I get it, day one, same as the previous map plus the extra teams. Simples.

Here's an older campaign battle on the same map; I think I was a more cautious commander trying to keep a coherent force for the next map... I should have pushed them harder.

No comments:

Post a Comment