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Combat Mission:
Barbarossa to Berlin Review
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Gameplay
Ok, the
meat and potatoes of the game is the in depth game play that
this game delivers. Without a doubt this game has the best
setup for wargaming that I have ever seen. In the past there
have been two types of wargames-turn based and real time strategy.
Turn based games have the advantage of structure but many
people find them somewhat boring and almost sterile in their
presentation. Real time strategy games have more fluidity
but they can become overwhelming; particularly when you have
to try to keep track of multiple units. Turn based games work
well for play by e-mail games while real time strategy games
work best for direct TCP/IP gaming. What would be best is
a combination of the genres; one that allows the control of
a turn based game wile at the same time allowing the thrill
of playing a real time game.
The Combat
Mission series has done this with its I-Go, You Go, We Go
system of gaming. Basically both sides give orders to their
units and these units are carried out in real time, at least
for 60 seconds. Once these 60 seconds are done each side gets
the chance to change its orders, issue new orders or look
around the battlefield. Orders are given again and the game
runs for another 60 seconds. For those that think a minute
isnt very long, run your four T-34s into a pair
of Panthers and you will see how long 60 seconds really is.
When
I say that this game is the best of both gaming genres I really
mean it. One of the things that makes this game so popular
is the ability to sit there for one night and play a full
battle while at the same time not feeling stressed while managing
your troops. Often mistakes are made with RTS style games,
a bad click or hitting the wrong command will cause the loss
of a unit. With Combat Mission you know that your orders are
right before you send them into battle, and you have no one
to blame but yourself when they get whacked. Trust me; they
will get whacked in this game.
You have
a multitude of ways of playing the game. Besides the traditional
Wehrmacht and Red Army troops you have units from all the
combatants that took part in the war. You can fight as the
Finns, Italians, Poles (under Russian command) or even as
partisan troops. Hungarians and Romanians are in the battle
and some of their unique equipment is present in the game.
Troop types range from conscripts to paratroops; from crack
SS troops to equally awesome Guards units. Armored forces
are available, ranging from the venerable Panzer IIIFs to
the awesome King Tiger tank, from BT7s to IS3s. Literally
every piece of equipment that was fielded on all sides has
been modeled in this game. This is an amazing act of history,
not just wargaming. I dont think I have ever seen such
a database of individual weapons in one game. Literally everything
seems to be here. I havent gone through ever single
vehicle to see if anything was left but if something is missing
you will certainly have to look for it.
Each
unit in CMBB can range from lowly conscript to the extreme
Elite units. This experience level plays heavily on the ability
of a unit to do what is needed to accomplish the mission.
Conscripts may duck and run under fire while veteran or crack
units will try to hold when the odds are more against them.
In addition all units have a commander attached which affects
their overall unit cohesion, ability to react to enemy fire
and ability to stand enemy attacks. It is very important to
keep your units in contact with their platoon and company
commands lest they lose morale and run.
Individual
vehicles all have their own strengths and weaknesses. Some
tanks have a fast rate of fire but lousy armor, others, like
the Tiger, have the reverse. Even the armor quality is modeled
in the game. Early Russian (and late German) tanks suffered
from poor quality steel used in their construction and this
brittleness is modeled in the game. Most games will model
armor hardness and angles when dealing with the probability
of a kill related to a hit but the Combat Mission series has
to be one of the few to actually factor in the quality of
the armor when dealing with hit and kill probabilities.
Shot
traps (defects in design that allow the deflection of AP rounds
into weaker parts of the armor) are modeled on the vehicles.
Optics are utilized, particularly on the German side. German
optics were considered as among the best in the world and
their advantage over the Soviets is modeled in the game. This
was probably the biggest reason the Germans had success against
Allied armor. The anti-tank guns of the Soviets muzzle velocity
and range wise were not really inferior to their German counterparts.
In some respects the Germans appreciated the firepower
of the Soviet 76mm and 85mm guns and utilized captured types
frequently. Soviet optics never did come close to their Wehrmacht
counterparts though, and this resulted in the Russian need
to close with the enemy to ensure good hits.
The calculations
used in this game are simply amazing. This isnt just
a calculation of whether the hit is on the front/side/rear
armor type of game; it calculates all of the things above
plus the random luck factor that sometimes happens in war.
In addition you may find your Tiger knocked out by a lucky
gun hit or shocked crewman from a leader accidentally catching
a round. The game is amazingly complex behind the scenes,
something that should be in place and sometimes missing from
most games.
The key
to winning with Combat Mission lies in the planning. Terrain
holds an importance in all wargames but Combat Mission is
currently unique in the ability to get down on ground level
and actually see the ground you are walking on. A leader recon
of terrain is considered the norm for most front line leaders.
In the past, this ability was limited by the game interface.
While not totally realistic, in CMBB you have the ability
to walk the ground you fight on and you get the opportunity
to actually see your avenues of approach, potential bottlenecks
and danger areas first hand. This is different than looking
at an abstract representation on a map. If I had any kind
of a gripe with the map layout of CMBB is lies in the ability
to traverse the entire map, not just zones that you control
It is slightly unrealistic to be able to walk over terrain
known to be controlled by the enemy. The fog of war only covers
units in the game, not terrain. A nice potential feature for
future versions of the game would be the ability to limit
the knowledge of terrain. This could make attacks and defenses
more interesting in advance and assault missions.
Orders
for units consist of a variety of commands depending upon
unit type and quality of unit. There is a basic infantry,
tank, and vehicle setup of commands. The list of orders has
expanded over the original Combat Mission, particularly for
infantry and tank commands. Virtual infantry units now have
the addition of movement to contact orders, which means infantry
now move until the find something to shoot at and then lay
down fire. In addition there are the older moves, run and
hide commands that are pretty much self explanatory.
In addition
the old sneak and crawl commands from CMBO have been combined
into one individual sneak command. I am not totally sure I
like this new order but it was probably done to limit the
overall number of orders you can give to your units. It does
the job, albeit you have to be careful how far out you give
the orders.
Probably
somewhat controversial will be the new Human Wave
command that can be given to Soviet Infantry. This was a fairly
common tactic used by the Soviet Army in WW2, albeit one that
had limited success at times. Russian units have to have a
combat rating of at least regular to take part in human wave
tactics and the use of the troops in near suicidal attacks
I am sure will be met with some alarm by some individuals
but it historically did happen and CMBB tries to model the
unit tactics accurately.
In many
respects the developers of the Combat Mission series have
bucked some of the PC trends. You wont see swastikas
in place for German objective markers (sure to be a user made
add on though) but Waffen SS units are present in the game,
something that developers with less stomach have removed.
These SS units were among the best fielded during the war
and to eliminate them from gameplay they were cousins to the
more notorious SS units would limit the reality of the game.
Tank
units also have some new commands. Tankers also have the movement
to contact order, along with a shoot and scoot order. Both
infantry and armor also have new zone of fire orders which
direct the units to look in a certain direction and not waste
ammo on side stuff unless the danger is overly present. In
addition tankers have the old standard Hunt (a cross between
move quickly and move command where vehicles move relatively
quickly to a point but keep their ears open), move, move quickly,
engage, fire smoke, reverse, and button up commands.
The best
addition to the armor commands in my opinion has to be the
new hull down order. This is basically self explanatory; a
unit moves to a certain location and assumes a hull down position
if possible. This eliminates one of the biggest problems I
had with the first Combat Mission, the difficulty in protecting
your armor from anti-tank guns due to over exposure. There
were times that I would either think I had a unit in a good
spot only to find out that I couldnt see the enemy or
other times when I would inadvertently expose my armor to
attack. This command limits the overall size of the target
by ordering the unit to find the least exposed spot. This
is a major improvement over the first game and highly commendable.
Overall
the gameplay of Combat Mission: Barbarossa to Berlin is just
as good as the original and in some respects better than CMBO.
AI seems somewhat improved; they dont just go right
at you like in the first game and are more likely to use stealth
and flanking tactics to achieve their goals. The AI really
shines in the defense, taking objectives against the AI is
downright difficult. If you find you can blow through most
AIs in many wargames give CMBB a try, you will be pleasantly
surprised to see how well the AI works as a team.
In the
attack the AI will advance, probe the line for weakness and
concentrate on a spot where they think they can achieve a
breakthrough. Units appear to react realistically, a tank
encountering a well placed anti-tank gun or enemy tank will
back up and either go for the flank if possible. If it isnt
possible the AI vehicle will pull up, pop off a couple of
quick shots, then back up again. There is still some problems
with some armor rushing into hornets nests without infantry
support but overall the AI works with infantry much better
than in the past. Overall the AI is among the best I have
ever seen in a wargame and if you never play online you will
still get literally hundreds of hours of enjoyment playing
the game.
CMBB
ships with something like 65 single missions that range from
short meeting engagements to huge assaults against well prepared
enemy fortifications. These engagements can range from 15
to 60 plus turns and can involve literally a hundred different
individual units. In addition you have the ability to play
these missions from either the Soviet or German side. So,
in effect you have something akin to over 100 individual missions
for you to play with.
Actually,
this is somewhat false because there are literally an unlimited
number of missions that you can have with this game due to
the quick mission builder that comes with the game. Literally
with a few clicks you can have a fresh game or you can develop
a game specifically to your liking. The quick mission builder,
pretty much similar to the one from CMBO gives the gamer the
ability to choose his units (or have the computer do it),
the time and terrain involved, who is attacking, what weather
is like, and how big a map in being used. This literally extends
the life of the game to the point of forever; no two games
have ever been alike. Even the maps for the battles are randomly
generated so you will never see the same terrain twice-unless
you choose a map you want for the battle.
In addition
you have what are called operations, a group of linked missions
over the same terrain to attain a certain goal. This is something
akin to a cross between a single mission and a campaign game.
You basically have from 2-10 linked sessions where
you cover several days in a fight. How you perform in prior
missions impacts your resources for the next mission so keeping
your casualties down is important to survival. While not a
true campaign it is more than just a single mission and these
mini-campaigns take several days to finish.
There
is no campaign in Combat Mission: Barbarossa to Berlin. I
really would have liked to see something like a campaign in
CMBB, something akin to the old campaigns found in Steel Panthers.
If I have one other complaint about the game (other than the
performance issues) it has to be with the fractured nature
of the single missions and operations. A campaign, where you
start out in 1941 with say a platoon and eventually get up
to battalion size units would have been a blast in the game
and trying to keep your little platoon alive during the conflict
would have been pretty interesting. Maybe this is too much
for the engine or the designers but it may be something to
consider in the future. The campaign mode in Steel Panthers
was among the best IMHO and to combine the good parts of that
game with the awesome abilities of CMBB would be amazing.
As a
stand alone game CMBB is very very good, as an online game
it is even better. The first Combat Mission shone as a PBEM
masterpiece and CMBO seems to be even better.
You have
the opportunity to play one of two types of online games with
CMBB, either the old fashioned PBEM (play by e-mail) or a
direct tcp-ip connect style for those that dont mind
spending four or five hours in front of the computer. Both
seem to work well together although the traditional PBEM method
of play tends to be the more popular. This is not surprising,
this isnt quake and a game can take up to six or seven
hours to play. Given the complexity of the game and the time
involved most people simply dont have the time to devote
at any single time.
The PBEM
setup, literally identical to the first Combat Mission, was
a brilliant concept right from the start. After both sides
set up, one person goes and then sends the results to the
other player who then makes his move. The first player then
reviews how the battle went and then sends the movie to player
two. After viewing the movie player two then becomes player
one and gives the first orders. What this does is limit cheating
opportunities. Since player one cant make any more moves
after watching the movie he is literally stuck with the results
of his move. Since player two automatically becomes player
one after the movie is sent to him he has to wait until player
one sees and sends the movie back to him before he can make
a move. I have enjoyed PBEM games since the first CMBO came
out and still do.
As a
final topic in the review I need to discuss the mission/map
builder that comes with the game. When I said that there are
literally an unlimited number of games possible with this
game I wasnt lying, with the mission builder it is literally
possible to have thousands of custom games on your computer.
People are literally making custom missions now and places
like Mad Matts CM HQ will have literally hundreds of
missions available either by the time of this review or shortly
afterward.
The map
builder is easy to use but relatively powerful in its effects.
With the map builder you can create just about any kind of
terrain you want for the game, from the mountainous to the
flat. You can recreate the steppes of Russia or the urban
areas of Stalingrad. Streams, rivers, swamps, forests, farmers
fields are all represented in the map builder. In addition
you have the ability to place bridges, roads, buildings, and
walls on the map. You can start from a totally clean slate
or allow the map to randomly generate something that you can
modify later. The maps are preview able in 3d so you can check
your handiwork prior to placing units.
With
the mission builder you have the opportunity to create totally
new games or modify existing ones. This allows literally anyone
the ability to create custom missions or operations based
upon historic or hypothetical settings. The builder allows
pretty much complete freedom for the gamer to dictate not
only what kind of units participate in the battle, but where
they are located, whether reinforcements will arrive, the
quality of the units, the objectives to be taken, even the
starting casualty levels for each side and the ammo level
of the units.
Final Opinions
and Conclusions
Combat
Mission: Beyond Overlord was considered by many, including
myself, to be the finest company and battalion level wargame
ever created. My recommendation for the first game was to
go out and get it, immediately. My recommendation for Combat
Mission: Barbarossa to Berlin is the same. Go out and get
this game, it is that good. If your wife didnt get you
this game for Christmas she doesnt love you. If your
kids didnt get this for you for Christmas they are ungrateful
little imps undeserving of Santas presents.
CMBB
continues the excellent trend started by Combat Mission: Beyond
Overlord. There wasnt much that needed corrected in
the first game and the tweaks done for CMBB only improved
the game more. There are very few games out there that I cant
find something major to complain about but the Combat Mission
series is one of the few. The only things that I really could
find wrong with the game is some performance issues on anything
less than a top line computer, lack of a full blown campaign
and I suppose somewhat dated graphics.
I will
be honest; these complaints amount to next to nothing in the
face of the fantastic attention to detail and excellent gameplay
you will find with this game. The manual, interface, gameplay,
AI, mission builder, and multiplayer components of the game
make this probably the finest example of what a small developer
can produce. After the first Combat Mission I was surprised
to see that a major developer did not did not snap up this
team for the sequel. My only regret about this game is that
it probably wont see the shelf space that it truly deserves.
There is so much crap on the shelves today, it is really sad
that this title wont be there to shove the garbage out
of the way.
If you
have any interest in this kind of wargaming then you owe it
to yourself to pick this title up. Even better, if you have
a buddy that you used to play Squad Leader with in high school
then pick up two, it will rekindle the enjoyment you used
to have all those years ago, but this time you both can drink
beer wile doing it without fear of you dad catching you.
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