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Subject:
Combat Mission Campaigns
10/15/2005 11:37:17 PM
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Battlefront.com and Hunting Tank Software announced "Combat
Mission Campaigns."
Combat Mission Campaigns is an operational wargame
where you command forces up to a Division in size during the bloody nightmare of
WWII's Eastern Front from 1941-45. By working in tandem with the award winning
Combat Mission: Barbarossa to Berlin game engine, Combat Mission Campaigns allow
you to command your troops at the operational level and then play out the
resulting battles at the tactical level.
CMBB and CMC actually share
information back and forth so the disposition and status of troops, experience,
fatigue, supply, terrain, weather, time of day and more are seamlessly
integrated into both games. Plan your strategies, issue orders and deploy your
maneuver units in a dynamic 3D isometric map and when units close to engagement
ranges, CMC actually creates the battles (unit positions, status, weather, time
of day etc...) to then be played in CMBB. Once the tactical battle is finished,
CMBB then sends the results back to CMC and play is continued at the Operational
level.
Put simply, Combat Mission Campaigns adds the Operational and
Strategic elements that fans have always wanted in Combat Mission at an
unprecedented level of detail!
CMC is in beta stage currently with a
tentative release date of "when it's ready"... (but probably early next
year)
COMBAT MISSION CAMPAIGNS - GAME FEATURES
?
Maneuver Elements of Platoon, Company or Battalion strength, including Tanks,
Guns, Vehicles and Infantry. ? A total force strength of roughly a division
on each side is playable. ? Commanders and their staffs rated for Leadership,
Organization and Aggressiveness, which impacts on both the operation and battles
they fight. ? The ability to define many roles within a single campaign,
allowing the player to interact with both humans and AIs on both sides of the
operation. ? An operationally focused Artificial Intelligence that can take
over the troops for one or a number of roles within the game. ?
Multi-Multiplay support that allows for numerous human players against either
the AI or other people or a combination of both. ? A Multiplayer engine for
coordinating the movement of multiple roles and players. ? The ability for a
unit to gain experience with combat success and earn medals for successful
actions. ? Tracking of casualties and awards throughout the campaign. ?
The ability to save an Order of Battle at the completion of a campaign. ? The
ability to preview what units will appear in Combat Mission, and their current
state of readiness and experience. ? Accurate unit portraits based on
Nationality, Division and Rank, and the ability to have custom portraits for
specific officers. ? Readiness system that combines fitness, fatigue and the
actions and battles a unit fights to determine an overall level of
effectiveness. ? A range of commands including moving to attack, traveling,
entrenching, resting and all round defence. ? A command that allows a unit to
be in Tactical Reserve, ready to move to the assistance of other units in the
area under certain circumstances. ? Artillery in support of other units,
resulting in the appearance of Forward Observers on the battlefield. ? The
ability to coordinate orders around 'H Hours' to move or begin an assault. ?
Transportation of troops using a range of vehicles such as Trucks, Horses,
Bicycles, Half Tracks and Motorbikes. ? The ability to direct subordinate
commanders, human or AI. ? Exacting Fog of War system, showing limited
information due to the visibility of enemy troops, but also taking into account
the time to transfer information from one unit to another, the types of signals
involved, and the inertia in large units being able to respond to new
orders. ? The ability to review the historical progress of the game,
including an ever improving operational view of 'What Really Happened'. ? The
ability to send messages in between commanders, including the delay of those
messages based on communication mechanisms used. ? Communications paths based
on the use of radios of varying quality and type including telephones, vehicles,
horses, skiers and runners. ? A 'who Can I See' mode which shows the areas of
the operational map that are currently visible to each unit, and which therefore
may contain visible enemy units (depending on their size, orders and current
weather and time of day conditions). ? A 'Who Can See Me' mode which shows
the areas from which each unit can be seen. ? Scalable Fog of War settings to
increase or decrease realism. ? Tactical Battlefields of up to 4 square
kilometers in size, and Operational areas of several hundred sq |
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