While tank, air and naval combat simulations are reaching new heights
these days using incredible 3D acceleration, stunning graphics and
photo-like environments, it seems that the "classic" wargame of
tactical land combat is forever bound to be stuck in a highly
abstracted, turn-based hex-grid environment. Fortunately, there is hope.
With Combat Mission: Beyond Overlord, Big Time Software
(known for award-winning strategic air combat games like Over The
Reich, Achtung Spitfire! and Flight Commander) is introducing a
tactical squad-level WWII combat simulation in a true 3D environment
for both PC and Mac users.
As the name implies, it is set in NW Europe after the D-Day landings in the Normandy. Published by Battlefront.com,
a new independent internet wargame publishing company, this game sets
out to boldly go where no man has gone before (oops, wrong genre...)
At a first glance, Combat Mission is a classic wargame, allowing the
player(s) to control squads of infantry and single vehicles like tanks
and armored cars, using military tactics and strategy to defeat the
"enemy" in combat. But that's about all that the game has in common
with other computer wargames like West Front, Close Combat or the
famous board game Advanced Squad Leader.
Forget hexes
The basis for the game's revolutionary approach is the "lack" of a
hexgrid. Instead, the battlefield is represented in a true 3
dimensional environment. Infantry and armor are not restricted anymore
to 6 possible facings, do not have to be squeezed into artificial
"movement rates" of X hexes per turn, and do not have to worry that
their line of sight (LOS) is blocked by a hexside which happens to have
a couple of houses on it. Instead - units can face all 360°, can move
meter by meter and can track their LOS in between and over buildings, trees and hills.
Showing off the 3D nature of Combat Mission... a picturesque river valley somewhere in northwest Europe
Using the in-game camera tool, the player can move freely across the
battlefield, pan and zoom, move up and down. Want to see how it is
lying in a trench with MG tracers zipping over your head? Move the
camera down to ground level and enjoy. Want to ride along on a tank as
it moves into battle? Lock the camera behind the tank and watch. Even
overhead views are possible, similar to traditional hex-based games,
but once you see the action unfold hovering a few meters above the
battlefield you will rarely use them.
But the implications of a hexless environment are reaching much further
than "looks" alone. Freed from the constraints of an artifical hex
overlay, the game designers are able to drop pretty much any convention
of "traditional" wargames for the sake of higher realism.
Same map from a different perspective... look at that - a lonely Panther tank
Forget armor "ratings"
The 3D game engine allows for accurate tracking of every shell from
muzzle to impact. Physical realities can be (and are) simulated. One
example.. shells are not flying in a straight path but follow a
distinct trajectory, just like they do in real life. And it depends on
the firing weapon, too, which means that the dreaded 88's with its high
muzzle speeds have a much flatter trajectory, increasing their hit
chances tremendously.
Same is true for the targets of such deadly fire - tanks and their
crews, for example. Since tanks are true 3D objects in the game (as
they are in real life), a much more detailed approach can and must be
taken to represent them in the game. "Gamey" values like armor ratings
become a distant shadow of the past.
Every vehicle in Combat Mission uses real life values, not only for
distinctions between various parts of armor (e.g. front hull, front
turret, sides for hull and turret, top armor) but also for other
important things like ground pressure (with an impact on the chances to
bog down), silhouette height (how easily is it spotted) and many more.
A look at the stats of this Panther. Note the data for armor thickness and slope for different parts of the tank.
Armor thickness, slope, different types of steel and weapons, the angle
of impact - just to name a few - are all part of the equation in Combat
Mission's calculations of hit and penetration chances. The impact on
realism is tremendous - small variances in armor thickness and impact
angle (we're talking millimeters here), for example, which would be
thrown into one abstracted rating in other games, DO have a big impact
on the chances to kill enemy armor - again, just as in real life.
The graphic below has been generated by repeated firing of a
US 76mm gun against a King Tiger. The different colors show various
chances to achieve a penetration. Similar graphics will be included on
the CD as handy reference for the player.
All this really only scratches the surface. Non-penetrating hits that
can stun or injure the crew, unique characteristics of various tank
models (e.g. soft spots on the King Tigers front armor) and much more
is in the game. Pointing out all the details of Combat Mission's 3D
engine over traditional 2D wargames is by far out of scope of this
preview.
Forget "I go, you go"
Now one would expect that such a detailed 3D setting can only show
off all its glory in real time. Well, it does - but there are still
"turns."
What this means is a mix between Orders phases (in which the game is
paused and both sides issue their orders) and Action phases (with a
real time execution of the given orders for BOTH sides simultaneously).
Every action phase is 60 seconds of real time combat, and the players
have no influence on the actions taken by their units during that time.
Their units may or may not obey the orders given to them during the
Orders phase, depending on the situations they find themselves in.
If you order a rifle squad to charge into a known MG position head-on
without suppressing fire, you might find that the squad finds that a
rather easy way to get killed - and instead chooses to rout away to the
rear. What is happening here?
Combat Mission is using fuzzy logic to determine the actions of your
soldiers during the 60 seconds Action Replay. They may hit the dirt
when facing heavy enemy fire, they may run away or heroically storm
forward - the so-called "tactical AI" is leading the actions of your
men during the action phase, based on your orders, the experience and
training of the men and the situation.
Above. A combat scene right out of the game. A company of
US infantry, supported by tanks, is assaulting a line of pillboxes. The
shot has been taken from the German perspective, therefore you see a
generic US icon in the picture, indicating that "movement" has been
spotted in this area but the unit(s) were not identified.
Notice the two pillboxes in the background and the
tracers from an MG42 positioned between them. Notice also a prone US
squad near the road which was pinned just seconds before. The three US
soldiers in the foreground represent a whole 12 men rifle squad. This
abstraction was necessary to allow for battalion size battles under
current hardware restrictions.
The mix of Orders phase and real time Action phase indeed seems a
very good compromise between the disadvantages of a pure turn system
(with sometimes unrealistic and "gamey" ways to win games) and a pure
real time strategy game (with little time to use in-depth strategy and
tactics while the clock is ticking away). It also helps simulate "Fog
of War", in that the player has no influence over his units for 60
seconds, thereby limiting his possibilities to unrealistically use his
all-knowing "Über" position to micromanage the course of a game.
One example.. no longer can you move one unit forward at a time,
using the newly won intel to move the remaining units around enemy
positions. You have to move them all together - and so does the enemy.
That doesn't mean, however, that the player has nothing to do during
the action replays. In fact, he has a lot to do - moving the camera
around the battlefield, clicking on units to see how many men they just
lost from that artillery impact or that MG fire and if they panicked or
became pinned. You must also track enemy movements to foresee the
future strategies of the opponent, or you can simply enjoy the sights
and sounds of a WWII battlefield. Various buttons make sure that you
don't miss any action - you can reverse, fast forward and pause the
action, very much like on your VCR.
Above. Another combat screenshot, this time in snow. A German
armored column is coming under heavy US artillery fire. The two
halftracks behind the Panzer IV have been knocked out by an airburst
shell just seconds ago, and the impact on the right kills a few men
from the dismounted SS squads. Notice the debris hurled up by the
explosion. Also nicely visible, the playback panel, showing the VCR
style buttons to control the replay. The arrows and the UP and DOWN
buttons are used to move the camera around the battlefield.
Forget clumsy interfaces
If you think now that such a highly realistic and complex game must
mean a high learning curve, endless tables and an interface overloaded
with buttons and options - you're dead wrong. The designers of Combat
Mission have put great emphasis on an easy to handle user interface,
which conveys all the important info to the player but keeps things
simple and overseeable.
All orders in the game are given by simply selecting a unit, calling
up the unit orders menu and clicking on the one you want to issue.
Movement and fire orders are then followed by clicking on the desired
spot on the map you want the unit to go to or fire at. Hotkeys are
available also for those familiar with the interface.
After the order is given, a color-coded line appears, showing which
order has been issued. You can use waypoints for movement, too, by
simply right-clicking (instead of left-clicking) on the map. In later
turns, you can cancel or modify your orders, e.g. change a "crawl"
order to "run." You can even move the pre-set waypoints within a
certain area in subsequent turns, thereby changing your orders slightly
to face a new situation and avoiding having to replot everything from
scratch.
Every line is color-coded to display the different orders
given to this platoon of M4 Shermans. Pink: reverse. Light blue: move
at maximum speed. Blue: hunt (which orders the tank to move forward
until an enemy unit is spotted, then stop and engage the target).
Orange: fire (if the target would be an enemy unit the line would be
red). Dark blue: move (at medium speed).
By clicking on a unit, additional info becomes visible (the firing
Sherman is highlighted and the type of fire and the distance are
shown). Notice also that this screenshot is darker (the scenario is
pre-set to dusk) and the color of the trees (yep, it's fall).
Most important, unit information (like headcount for a squad or
ammo loadouts) is always displayed at the bottom of the screen, and a
detailed description can be accessed by simply hitting the ENTER key.
Other information, especially about command&control, is shown
directly on the map by using color-coded lines which extend from a unit
to its parental HQ. If the line is black, the unit is out of command
(which not only lowers the morale of the unit but also results in a
time delay before being able to execute the player's orders); if the
line is brown, the unit is in command and can react quicker and benefit
from the special abilities of its HQ, e.g. improved morale.
This easy and well thought out interface can be seen all throughout
the game. While providing the player with all the necessary
information, it allows him to focus on the strategy necessary to defeat
the opponent.
Forget limited replayability
And there will be countless opponents without any doubt, due to
possible play against the AI or human opponents via PBEM, TCP/IP or
Hotseat. Besides a high number of pre-made scenarios and campaigns that
are planned to be included with the CD, CM comes with a highly flexible
and powerful map editor, which allows the creation of one's own maps,
scenarios and campaigns.
The editor provides a vast choice of terrain features,
TO&Es and scenario types. Meeting engagements, full-scale assaults,
victory flags (and here also dynamic victory flags, i.e. the attacker
determines secretly which flag is his REAL objective) and map exit
zones are featured.
Terrain features include three different types of woods, stone and
wooden houses as well as city blocks, paved and dirt roads and railroad
tracks, bridges, brush, hedges and the "bocage" hedgerows, just to name
a few. TO&Es are in for all six nationalities that can be found in
the game: US, German, British, Polish, Canadian and Free French.
Especially the German TO&Es include a vast number of different
formations, e.g. SS, Gebirgsjäger and Volksgrenadiere. Not to speak of
all the different vehicles included in the game, from the Kübelwagen to
the Jagdpanther to the Crocodile and many many more.
A look at the map editor. A vast amount of different terrain
types is available to create ficticious or historical maps of NW
Europe. The numbers on the map display the elevation height. For those
too lazy to make their own maps, an auto-generate button provides
realistic maps based on pre-set parameters within seconds. Also, a
Preview option is available to enjoy the maps in 3D.
Scenarios ususally last up to 120 turns (or two real-time hours)
on a map of up to 3 kilometers square. The maximum force for each
player is roughly a reinforced battalion. Campaigns have their own
meaning in CM. They consist of a number of battles on a single, but
very large map. Each battle takes place on one part of the large map
and depending on the progress of the battle, the front line shifts back
and forth. Hence campaigns simulate relatively small scale battles over
the course of a few days, rather than a mega campaign over several
years.
Bottom line: forget everything you thought you knew about wargames
Combat Mission introduces a tremendous number of
innovations, most of them never-seen before, some (like the
order/action phases) brought to new life. The beta version used for
this preview seems already very stable (in fact there hasn't been a
single crash), and the AI, although unfinished, already puts up a
decent fight (watch those flanks!).
Combat Mission seems to keep its promises (an incredibly realistic
simulation of tactical land warfare in World War Two), although it
cannot do so without several abstractions (e.g. no single men are
tracked, i.e. the smallest unit is the squad or team).
Overall Combat Mission holds great promise for the wargaming genre.
Steve Grammont, President of Battlefront.com, and Charles Moylan,
President of Big Time Software, have announced that they will provide a
public beta demo for download to enable people to judge the new system
for themselves. On release Combat Mission will be available via
Internet ONLY, with the CD provided via mail.