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Review by: Matt Plumb
Published: October 18, 2000
June of 1944 marked the beginning of the end for Nazi Germany. The Allied “Operation Overlord,” a massive amphibious invasion consisting of over 5,000 naval vessels, 10,000 aircraft, and 250,000 infantrymen, swept into Normandy, France and shattered the German empire. In the latest addition to the real-time strategy series, Close Combat, players can decide the outcome of Operation Overlord: Will the Allies punch through the German defenses and liberate Europe, or can the Axis powers defend their holdings and emerge as the dominant military force in the world? Close Combat: Invasion Normandy gives players command over both sides of history’s largest armed conflict, from the landing on Omaha Beach to the final battles of World War II.
Invasion Normandy contains forty standalone battles, seven Operations, which consist of many interconnected battles, and four Campaigns, which are several Operations linked together. The Campaigns chronicle the various parts of the Allied assault on Europe: from the Airborne Attack on occupied France, to the Grand Campaign, which begins with the D-Day incursion, to the Attack on Cherbourg, a strategically important port city, to the clashes that took place on the North Flank of the war zone. All of the aspects of the battles, operations, and campaigns, including the maps, weather conditions, and availability of artillery are historically accurate. For armchair generals seeking to change history, a complex scenario editor is also included.
The Campaigns at the heart of Invasion Normandy grant control over both strategic troop movement as well as tactical, squad-level combat. On the larger scale, each day of the operation is divided into two strategic turns, in which forces can be deployed and moved from region to region on a large map of the warzone. During these turns, support attacks such as airstrikes and off-shore naval barrages can also be assigned to different war zones. Major and minor supply depots, located in various areas on the map, are another strategic concern as they keep units in fighting condition. Troops and vehicles cut off from supply depots can quickly deplete their ammunition and fuel, leaving them helpless. Campaigns and Operations end on the date that they ended historically, or when one side is routed. Most Campaigns are scored based on the number of occupied locations, with the exception of the Grand Campaign, in which the sides are scored as compared to how they performed historically.
Within Operations and Campaigns, players can move their forces in units called battle groups, that consist of up to fifteen infantry squads, vehicles, or anti-tank guns. Each region on the strategic map can be occupied by only one battle group at a time, and their movements are limited by the road system. Losses inflicted on these groups during combat carry over between battles, but reinforcements may arrive at the beginning of each day. These additional forces go into a “force pool,” which can be used to replace troops in battle groups that have already been deployed. Having a finite number of soldiers adds another strategic element to the war, as maintaining your army becomes as important as winning engagements. Keeping your soldiers well-rested is also important; battle groups that are not engaged in combat for a day can rest and fortify their positions, allowing them to defend territory more efficiently.
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