Close Combat Modern Tactics
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Challenge yourself with the latest Close Combat release. Close Combat: Modern Tactics for the PC. Developed from the United States Marine Corps training simulation, Close Combat Marines, you take command of modern US forces or various opposition forces in one of 25 scenarios included with this release. Engage in combat with with up to 5 players per side and participate in intense head to head battles using Modern Era weaponry and equipment on maps measuring from 1km square to giant 4km x 1km maps. Fight on hypothetical battlefields ranging in style from backwoods America to the streets of Iraq and the former Soviet republics. You face all the enemy can throw at you in a series of immersive, action-packed engagements that will test your tactical abilities! Air and artillery support are on-call but the final objective can only be secured by Close Combat. A scenario editor is also included, making it easy to setup your own battles with modern opposing forces.
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My gripes with the game's realism are bit picky, but valid:
1. There are no Combat Engineers in the game and the infantry apparently cannot use demo, so you are unable to breach walls. This becomes important when playing the game on one of the city maps, in which some buildings have doors and windows on only one side, requiring your infantry to go all the way around the building in order to enter it. In addition, there are no minefields or wire obstacles in the game, both of which would be expected in tactical and protective obstacles.
2. It does not appear possible to call for an indirect fire smoke mission. The artillery spots with a single smoke and then fires a random sheaf of HE. Also, there is apparently neither FASCAM nor ICM/ICMDP.
3. Armored vehicles appear to get no benefit from their thermals/FLIR sights. Worse, tracked vehicles, such as tanks, are unable to turn around via pivot-steer. Frequently and inexplicably, armored vehicles will advance into combat backwards in the game. It is very frustrating to watch your M1A2 crest over the hill backwards toward the waiting T-72 that blows it to smithereens.
4. Onscreen terminology is inconsistent and frequently reveals a lack of familiarity with the subject matter. Fighting forces in the game are organized into roughly company-size blobs referred to inaccurately in the scenario editor as "platoons" but then as "battle groups" (apparently borrowing from the German "Kampfegruppe") in the game itself. The smallest elements encountered are fire teams and individual vehicles, and the fire teams are labeled A and B. However, there is no system for tracking which squad each fire team belongs to, nor is there a way to track where the squad leader is. Apparently, the developers/designers were not very familiar with the organization of modern armies into fireteams -> squads -> platoons -> companies and so on. Had they contacted competent infantry officers or NCOs, they could have gotten all this right, and, most importantly, they would have seen the great opportunities for a cleaner, more realistic means of controlling the forces in the game.
All in all, it was a great idea, poorly executed.
But beware, the modern firepower in this game will tear through pretty much anything which makes for shocking insight to what real troops have to factor in. Smoke is almost more important than bullets.
Read the actual U.S. Military review here: