Microsoft Close Combat User Manual

Page 18

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Chapter 2

Setup and Game Play

17

conscript (least experienced). Base morale is the team’s morale at the start of a
battle and represents the soldiers’ willingness to fight.

If a team starts a Campaign with minimal quality but enjoys success in a given
battle, the team can increase in quality, reflected by more gold bars in subsequent
battles. Conversely, elite teams can lose quality when killed or wounded team
members are replaced with new soldiers. If the replacements perform well, the
team quality can improve back to elite.

When you start a Campaign, your name is entered as your side’s leader. You are
made a member of an elite team; you can never be killed, although you may be
wounded or incapacitated for the duration of a given battle. If you are playing a
Campaign, your wounds heal miraculously so you are ready for the next battle.

Teams are rated according to the following attributes:

Attribute

Description

Stress

Each team is tracked for having undergone stressful events. These
events include:

Gun Attack—Fired at by artillery.

Ambushed—Attacked by unknown enemy while exposed.

Outnumbered—More enemies than friendly teams are seen.

Tank Attack—Fired at by a tank.

Encircled—Fired at from opposite sides.

Exposed—Pinned by fire in poor cover.

Anti-Stress

These events help reduce the effect of stress:

Outnumbering—More friendly teams than enemy teams.

Ambushing—Catching an enemy team in the open.

Cohesion—The overall fighting ability of the team. As the team
suffers losses and stress accumulates, the cohesion of the team is
reduced. Reduced cohesion means the fighting ability of all
soldiers on the team is reduced. The team’s cohesion rating is
represented by the background color in the Team Type panel; as
with all color in Close Combat, green is good (high cohesion), red
is low, and black indicates terminally low cohesion.

Orders—The order given the soldier by the Close Combat AI or the
player.

Order Strength—The force of the order based on the overall
leadership of the side, with a bonus if the player issued the order.

Action—What the team is currently doing, which may or may not
be what you commanded it to do. For more information, see “Close
Combat Game Theory” in Chapter 1, “About Close Combat.”

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