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Combat Mission: Afrika Korps
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How to Play
The real bread and butter of any wargame
is its playability. Wargamers are not FPS players, although
there are folks that play both. Wargaming is a slower paced
method of play; folks with ADD probably wouldnt enjoy
wargaming. Planning is much more important than execution
in most wargames. Go rushing in helter skelter in this game
and you will find out.
For those that have never played a
Combat Mission game, first, shame on you. Admonishments aside
the games essentially play the same. There are some changes
over the series over the years but essentially the CM series
is the same, if you have played one you should be able to
dive into another without a whole lot of problems. This means
that CM veterans can probably skip this section.
Most
wargames are either turn based or real time strategy. Good
examples of both are Steel Panthers (turn based) and
Close Combat (real time strategy). Both have their
advantages. Turn based games give the most control over an
environment and are great for slow relaxing gaming both offline
and in PBEM games. The problem is that some people find the
boring and unrealistic. RTS games tend to be faster paced
and more realistic but they can easily become
overwhelming when large numbers of troops or formations are
needed. The Combat Mission series attempts to bridge the gap
between the two genres to create a game that minimizes the
weaknesses of both styles while keeping the strengths at the
forefront.
In general the Combat Mission series
has been very good at this. After setting up your forces (depending
on the rules of the game you can often move and place your
units prior to kicking off the game) you give your units orders.
Orders can range from running from one place to another, sneaking,
hiding, engaging, using smoke, moving until you contact the
enemy and then attacking, hunting (similar thing but using
tanks), firing indirect fire and so on. Each type of unit
has things it can and cant do.
Once you have given your units their
orders (and your enemy in online games) the game executes
exactly one minute of real time combat. Unlike RTS games,
during that time you cant give any orders to your units.
Basically you are helpless to watch as your units either reach
and seize their objectives, or become cannon fodder to that
unseen 88mm FlaK gun. Once that minute is up you have the
chance to change your units orders-if there are any
left. This continues until the turns run out or if one side
annihilates the other.
I have said before that this is a
game that is easy to learn but very hard to master. I know
that is cliché but in reality it is true. It is very
easy in the beginning to give that Sherman an order to move
to blah blah location. The trick is to move units so they
dont get shot up by long range artillery or anti-tank
fire. That sixty seconds can seem like an hour as you watch
your tanks getting picked off one by one.
This is a down and dirty way of playing.
The manual does a pretty good job of getting new armchair
Colonels up and running. There are scores of missions that
come with the game, you can create a quick mission where the
game generates terrain and (optional) units, or you can create
your own custom missions with terrain and units you can pick.
One of the big draws of the game is the mission editor, which
will be discussed a little bit later.
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