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Lieutenant, your flank is uncovered! Move your troops, sir! No, not there, no! Maybe you, like the rest of us, have yelled commands futilely at your computer, hoping your squad will do the right thing. Or maybe you're a Five-Star General when it comes to Close Combat: A Bridge Too Far
.
Hunter
,
Lt_Stahler
and
Blackhawk
are three of the best generals you're ever likely to meet in Close Combat: A Bridge Too Far
here on the Zone. When we conducted our e-mail interview with these individuals, they were ranked 1st, 2nd and 3rd, respectively, on Case's Ladder. Since then, positions have changed and Lt_Stahler is competing under a new name,
Major_Kirkov
. They are some of the best at the game, and we thought it would be interesting to ask about their strategies, likes and dislikes. It was a clever ploy on our part. Now we'll learn how to beat these armchair generals at their own game!
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Participants:
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Hunter (In real life, he's Bruce Poon.) Lt_Stahler (Named after a counter piece in Avalon Hill's board game Squad Leader, as is his other nickname, Major_Kirkov. In real life, he's known as Juno Urgel.) Blackhawk (He's also known as
JeetKuneDo
on the Zone, and his real name is David Chong.)
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Zone: How did you get good at Close Combat: A Bridge Too Far
? Military school?
Hunter
: Now that is a long story. I've been a wargamer for many years (since I was a little kid) and love the study of military history and tactics. I have also studied tactics during a period as a Junior Officer in the Australian Army Reserve. When Close Combat II
came out, I was desperately keen to get my hands on it, having both played and enjoyed Close Combat
(the original game) so much. Before it was released I played the trial game on the Zone about 50 times! When it was released I played the game solidly for a week! All this is the grounding you need to get a good "feel" for how things work in the game. Microsoft
and Atomic
have done a great job with this sequel, which is so much better than the original (IMHO). Since that first mad week of playing, I have continually kept at it and played a number of campaigns against the computer first, and later against human opponents. With previous games that I have played, I have become a little infamous for my statistical and numerical analysis of the game mechanics. I have resisted the temptation to do this with CC2
so far, but one day soon I might get into the mood. Then watch out!
Lt_Stahler
: Practice...As in the words of Michael Jordan: "Someone somewhere out there is training right now?and when you meet him in one on one competition...he will beat you." In other words, the path to proficiency in any task is to constantly play, get familiarized with the maps and train with both sides, not just one. It's very easy to master one side but when it comes down to competition level, a great player need not have to choose his preferences and will be versatile on all levels of the game.
Blackhawk
: I am an active member of the Close Combat 2
Campaign Club (CC2
CC), a friendly group of avid players who maintain contact via ICQ. We almost exclusively engage in Grand Campaigns, and share strategies and observations with each other. Most of the top 10 players on the ladder are actually members of the CC2
CC.
Zone: What's your favorite Close Combat game setup?
Hunter
: My favourite way to play the game is to play the Grand Campaign against a formidable and worthy opponent. This is a real challenge (especially as the Allies!) and a test of both players' tactical AND strategic thinking. This is another area of the game that I feel is a triumph, the way that battle results and campaign decisions inter-relate and affect each other.
Lt_Stahler
: None... other than a fair battle. Winning or losing isn't primordial, it's the thrill of having to play against a cunning and innovative opponent that keeps you on the edge constantly throughout the game. That would be my preference and all players in the Zone have that ability in them. I do have a favorite way to play, it's taking the initiative and performing a well-executed attack. It's rather monotonous having to just sit tight and wait for something to happen. Once given the decent chance to attack...I won't hesitate. It's also the psychological aspect that comes into play when taking the offensive to a defensive opponent and foiling his plans. He thinks that you're playing into his hands, rather, you're making him play into yours.
Blackhawk
: I am a campaigner at heart. Nothing thrills me more than to fight a battle that is part of a larger picture. As a matter of fact, my first ladder match was also my first Single Scenario! Some people prefer to use Battlemaker scenarios, which can be very exciting for veteran players, as they are empowered to select the units their individual play styles are best suited for. But because of this great uncertainty in the enemy force composition, these design-your-own scenarios are very challenging for the beginner. You must have experience in designing a well-rounded force, capable of meeting any threat, armored or soft (infantry). On the ladder, we have a sort of "gentlemen's code" worked out. Though it is not (yet) in the official rules, this is the method we use: the challenger chooses the scenario to be played. This prevents the ranking player from having some pet battle that he or she knows inside and out. Then, the ranking player chooses the side to be played in the battle. This second rule makes it so the challenger will by design choose a fair scenario, lest he or she get stuck with the weak side.
Zone: Describe some of your favorite strategies. How can we beat you at the game?
Hunter
: I tend to think of the development of good Generalship in Close Combat as occurring in three levels:
Level 1. The Basics -- Firstly, you need to understand the capabilities of your own and opponents' troops. What can penetrate at what range, who has AT capability and who doesn't, that sort of thing. As Sun Tzu would say, "Know your enemy." It's no good to roll a Sherman out in front of a Panther then bitch about the fairly inevitable results. Until a player understands what weapons have what sort of ammo and their rough chances to hit etc., their decision-making in the game will be severely flawed.
Level 2. Solid Foundations -- Once you have the basics down, it is a matter of synthesizing these units into a defence or attack. Some of the principles that should be kept in mind when Defending are:
All round Defence and Depth: It is amazing how few players maintain reserves and can respond to alternative or unexpected threats. Mutual Support and Cooperation: Use cross-fire and concealed support positions to ensure that the key terrain is protected, not just occupied. Dispersion and Concealment: Although there is no artillery in Close Combat, mortars can still wreak havoc on troops concentrated too tightly. Moreover, attacking tanks will blast concealed troops out of defensive positions if those points are just too obvious and exposed. Obstacles and Dead Ground: Always as the defender you need to make the ground work for you to make up for the lack of numbers you probably suffer from. Variations of the "Reverse Slopes" defence, using building and hedges as obstacles, are one of my favourite deployments. On the Attack, you have other advantages and considerations:
Concentration of Firepower: The attacker has the choice of attack points and should take advantage of this to provide himself with local numerical superiority. Also try to deploy supporting arms (like tanks) in positions where they can provide firepower over a wide area, while obviously not exposing them to any AT threats. Surprise: There are always surprise moves that can be pulled. Sometimes (only sometimes!) the all out charge will take the vital ground and so throw the defence off-balance that the day can be won. Secure Lines of Departure and Flanks: If possible, assault troops should be concealed and safe until the point at which they begin their move toward the enemy. Secure flanks are a must to avoid an assault bogging down under machinegun fire. Maintenance of the Initiative and the Aim: It isn't always necessary to destroy the opposing force to win a game. Try and remember the critical points in your plan for winning, and don't launch troops into other ventures unnecessarily. Level 3. Style -- At the highest level there are matters of style. Every general has his own personality and temperament to deal with and bring to his command. It is important to understand yours and also your opponents. For example, some of the best players are very cautious. Equally, some are very bold, to the point of aggression, even when they are defending! Use your style and develop it, but ensure that you also make them keep guessing. You can't attack in the same way again and again, for every move has a counter-move. Be aware that playing "against" your natural style can be dangerous as well. Some would say that Market Garden itself was a battle not in Monty's style, and he paid the price for it.
Lt_Stahler
: Patience...How many times have we all made hasty decisions and see it go to waste? Patience does not mean sitting tight all the time. It's more of thinking, calculating your next moves and being aware of what's happening to your surroundings and analyzing your opponent's moves, predicting his plan of attack etc.
Sight...commonly known in the game as LOS or line of sight. Doubtful that anyone would disagree that it's very important to be able to view enemy movements. Make use of buildings that have a LOS, i.e. multi-level buildings. A lot of players still don't have the notion of Line Of Sight in the game. Think of what you can see when you are on the second story of your house and there is a bush that is one story high, and across the street there is a house that is three stories?I'm sure that most will eventually grasp the concept. When you hold a location that offers good sight, clicking FIRE (but not actually firing) and tracing lines gives you a proper indication to what you can view.
Flanking...I always reserve units to flank and, using the same ones, to counter flank. There is nothing worse than being surprised and having to reevaluate your initial plans. Not to mention the fact that your opponent has just managed to breach your weak side and that's when it becomes a nightmare scenario. Always keep units in reserve just in case.
Tanks are not indestructible...Never ever leave your tanks unescorted by infantry, they are easily prone to flanking by AT teams and other tanks. How many times have we seen a lone heroic tank move ahead only to be a burning carcass in a matter of seconds? Allied tanks require an even greater amount of care in playing. We all know the superiority that the Germans had in AT capabilities.
Combined assault...Infantry firepower is limited. The effective range of a squad is within 30 meters. Mgs are in a class by themselves, they are effective at any range on the map and can penetrate most protection (excluding stone buildings). Mortars are very effective against infantry units that are in the open (including forests), and useless against armor except certain vehicles and tanks (to find out, click on FIRE and point it to a tank; if it turns into any color other than black, it can damage them). Never rely on sending units one at a time, you're basically sending them to their deaths one at a time. Combined assault is a great way to counter your defensive type of player, focusing on one point of attack and combining support fire for infantry moving into a position. By the way, what the manual says about pitting three Allied tanks against one German tank will NOT work all the time. Flanking a tank is the best way to destroy it.
Sneaking...Possibly the best change in the game from CC1
is the ability to sneak for all units. Use the sneak command, it is possibly the best command you can give to your squad (next to the FIRE command). Sneaking is even more effective with visual hindrance (smoke, trees, wheat fields). Also, when your units have completed their sneak, never leave them on default, click HIDE right away.
Blackhawk
: When I first played the demo version of the game, I won against all the beginners, and lost to all the veterans. Finally, a kind soul named
Ghost52nd
said, "You know, the key to this game is patience." That sums up the game in one succinct sentence. Ambush is the single most effective way to destroy the enemy. I summarize my play style into a set of three C's: Coordination, Caution, and Cover.
Coordination means many things. Primarily, it means to use teams together, to complement and support one another. Make sure that each of your teams are close enough, or in a good enough position, to support another team. The goal is to have fire lanes to the enemy at all times with as many teams as possible. Mortar teams are nice because they can have a fire lane to the enemy without themselves being exposed to enemy direct fire.
Make sure you have adequate equipment to deal with any threat you might encounter, or at least make the teams available to be called from reserve. The Germans have the edge here with their Panzerfausts, but it only means the Allies have to be a bit more careful.
Caution is most applicable on the offense, but also applies to defense. On the offense, you'll generally head into the unknown with an infantry team (recon is perfect) to try and "sniff out" the enemy. When doing so, don't leave the poor guys out to dry if they actually DO encounter the enemy. Treat every building, every hedgerow, as if it is an enemy position.
If you have the ammo, you can conduct the old American favorite, "Recon by Fire," in which you suppress supected enemy positions with a little strategic fire before moving into a potential kill zone. Don't get too happy with your ammo though, because every single one of the pros will bleed it from you. Almost all my games come down to the last few rounds of ammo, or even hand to hand combat.
Defenders need to be cautious, too. Don't open up on the enemy from a hidden position unless you're sure to get some kills. Wait until they move a team into the open, then pick them off. When you uncover, if you encounter heavy return fire, don't shoot it out - withdraw and do it all over again!
The last C is the most obvious: cover. Keep your team's heads down, and establish positions within good defensive cover. This game is all about cover. All of your movements, all of your attacks should be centered around getting to the next good piece of ground. When you can't find cover, make it with smoke!
Zone: What are some of the common mistakes your opponents make?
Hunter
: In the campaign, the most common mistake that I have made and seen my opponents make is to push too hard, rather than conserve resources and apply constant pressure. Especially as the allies, you are desperate to advance, and that desperation can lead to foolish attacks which cost more than they gain.
In the battles themselves I think the most common mistake is panic. It is very difficult to stay cool and collected, and make rational decisions about what is now necessary, under the rapidly changing battlefield situation. I suffer from this too, and when my soldiers don't behave according to plan I tend to shout at them! Utterings like "Shoot your Machinegun before I shoot you!" are heard at my place, but rarely to any good effect!
Blackhawk
: Getting too aggressive is the single biggest problem I see on the Net. This is a thinking person's game, with more in common with chess than Command and Conquer or Warcraft. Hold your horses and make your moves at the right time. I know it takes longer, but move your units one at a time, so you expose less to loss if you are ambushed. There are a very few times in the game when you need to make a single rush with a large force. When it is appropriate however, it is a must -- just know that time.
Zone: What has been your most satisfying experience playing the game online?
Hunter
: I've had some great games online. The one I remember most was a battle at Schijndel Dunes against an anonymous but very competent player. There was tension, cat and mouse tactics, bluff, traps set and baited, maneuvers and counter. Although it wasn't for the ladder, I felt a great sense of tension and excitement. Even though I eventually lost the game, I felt that we had both played well and that I had been genuinely defeated, not due to some stupid mistake.
Lt_Stahler
: I guess that it would be the occasion to play against a real live human being. The interaction, the sharing of information and most of all the friendships made playing in the Zone.
Blackhawk
: I am thrilled each time I have to really work at a victory, or each time I barely lose. The close games are the savored moments.
On a more mundane level, I whoop for joy every time I take out a tank. The exhilaration and sheer primal sense of accomplishment is all summed up in that CRACK - BOOM! explosion sequence, followed by the jubilant reports from your tank that the target is eliminated. In the German, it is even more exciting.
Zone: What has been your worst experience playing the game online?
Hunter
: About the least satisfying experience playing the game on the ladder is when players cannot maintain a separation between the ruthless conduct within the game, and outside the game. I get annoyed if people don't post games they lose, and normally at least send them an email to remind them of the game.
Lt_Stahler
: There isn't much really. I have seen things that I didn't like, but overall it's been nothing but a great experience.
Blackhawk
: I accepted a challenge from
GVR_BLACKHOUND
with only a low yellow link. During the game, it took between 5 and 10 seconds for my orders to be processed. He could cross streets with impunity because, by the time my teams got the order to uncover and fire, his were already in the next building. Then, my teams would fire into the buildings, wasting ammo, before they got the order to hide again. I saw the problem from the start, but I didn't think it would affect the game so much as it did, and continued. In hindsight, I should have postponed the game until the net was clearer and we had a better link.
GVR_BLACKHOUND
is a very good player and I look forward to taking him on again on even terms!
Zone: Anything else you would like to share with our members about playing this game?
Hunter
: Cry Havoc and Let Slip the Dogs of War!
Lt_Stahler
: Yes...sometimes as new players we may feel a little nervous or down because of our rank in the Ladder. Keep playing...there is nothing more gratifying than having the chance to play against another and possibly share some information. We tend to forget and take for granted the fact that we are communicating with people from around the world, and looking a few years back, the opportunity wasn't there. Honor is the key element that should overcome the bitter angels of ourselves. It's a game and the game should be appreciated, rather than a tool to satisfy what we lack in ourselves in the real world. Most everyone that goes in the Zone are a great bunch of individuals and any player need only but to say "Hello" and a conversation will begin.
Blackhawk
: I hope this helps younger people get interested in military history. I can appreciate the appeal of the action shooters, but games like the Close Combat series really require thought, planning and careful tactics. A victory in that sort of game can be so much more fulfilling than a fast trigger finger -- you must use your mind to achieve victory.
The Zone wants to thank these fine Close Combat: A Bridge Too Far
gamers for participating in the interview. And hey, since they told us their secrets, let's go take 'em on in the game rooms!
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