Combat Mission:
Battle for Normandy is a simultaneous turn-based strategy (using the WeGo
system) and is the seventh title in the Combat Mission series. It returns to
World War II, after its predecessor went to modern day combat. It also has a
real-time mode, but nobody plays it because then you may as well be playing a
better World War II RTS (and there are many better than this).
![]() |
| Yes I stole the screenshots, but it was incredibly impractical to take my own |
CM:BN is a bit of an oddity. Yes, it’s a semi-obscure fairly hard-core turn-based hyphen inducing strategy game set in World War II, and as such it should be right up my alley. There just seems to be something a little off about it though. At a very basic level the presentation leaves much to be desired. It’s often very difficult to discern different heights on the battlefield from the birds-eye camera you spend most of your time in, which can cause some frustrations. There also seems to be a little feature creep in the system, such as having both a ‘Fast’ and ‘Quick’ option for movement. The menu-driven UI can also lead to annoyances, as you search through different menus trying to find a specific command, or oddities like not being able to set up a machine gun in the same turn as you tell it to move (that may just be me not understanding how to).
That may be another issue in the game, that it isn’t
hugely user friendly. Objectives aren’t clearly defined, and I do fear that
anybody new to the series could struggle to get to grips with it. That being
said, there is a 200 page manual to trawl through if you’re really stuck. Other
than the whole issue with the terrain levels, everything else is portrayed
quite nicely. Every soldier is an individual, and it’s pretty cool to watch
them take cover behind walls or bocage. The icons representing suspected enemy
movements are always useful, and always ominous. Seeing a large question mark
move slowly from one flank to the other is often a tense moment. Is it a tank?
Or just a lone scout unit probing your defences?
![]() |
| Just imagine a bunch of icons all over the screen with some menus and stuff |
The battles themselves are usually enjoyable affairs, and
the WeGo system is still brilliant. For those who don’t know, each player has
unlimited time to set out troop waypoints and the like, but once you click the
button your orders are locked. The next one minute then plays out, and you’re
allowed to review it to your heart’s desire. Unfortunately you can’t have any
more input, so watching a tank column walk into an anti-tank trap is a despair
inducing sight. It does serve to make the game much more strategic though. The
game isn’t about who has the quickest reaction time or actions per minute, but more
about who can outthink their opponent, and recognise opportunities when they
present themselves.
The modelling and simulation is something to behold. As I
said, every soldier is present on the battlefield, and each is simulated with
their own weaponry and ammunition. Each squad (or equivalent) is also modelled
for morale via influences such as proximity to leader units or the amount of
fire they’re under. What this leads to is a battlefield which is constantly
shifting, and where you’re forced to constantly keep an eye on everything lest
your attack or defence completely collapses.
Now, this game is definitely not for everyone. I enjoy
it, but then I’ve grown up playing games like this. If you wanted to break into
more detailed war games, you could do a lot worse than this. If you were more
just after a decent World War II strategy game, get something like Company of
Heroes instead.



No comments:
Post a Comment