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A year after the original game, Atomic released a sequel, set during Operation Market Garden. It introduced multi-story buildings and major graphical improvements. ''Close Combat III'' was much broader in scope, covering all of the Eastern front. It introduced air-strikes, mine-fields, and off-board artillery, but was criticized for its emphasis on armored warfare. ''Close Combat IV'' consisted of the Battle of the Bulge, and introduced strategic movement, but was criticized for CripplingOverspecialization in the make-up of its battle groups. ''Close Combat: Invasion Normandy'' abandoned the numbering scheme[[note]]Though on some online stores, including Website/GOGDotCom, it is titled ''Close Combat 5: Invasion Normandy''[[/note]] and returned the setting to Operation Overlord. It has generally been received as a polished, balanced game.

Atomic also developed a modern version (''Close Combat: Marines'') which was sold as a training tool to the US Department of Defense. Two civilian versions were marketed: ''The Road to Baghdad'' and ''Close Combat: Modern Tactics''. The former suffered from a rushed development, but the latter was well received. There was also apparently an airfield defense version sold to the RAF. ''Close Combat II'' to ''Invasion Normandy'' were remade by Matrix Games with enhanced AI and game mechanics.

The names of the remakes are as follows:

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A year after the original game, Atomic released a sequel, ''Close Combat: A Bridge Too Far'', set during Operation Market Garden. It introduced multi-story buildings and major graphical improvements. ''Close Combat III'' III: The Russian Front'' was much broader in scope, covering all of the Eastern front. It introduced air-strikes, mine-fields, and off-board artillery, but was criticized for its emphasis on armored warfare. ''Close Combat IV'' Combat: Battle of the Bulge'' consisted of the Battle of the Bulge, and introduced strategic movement, but was criticized for CripplingOverspecialization in the make-up of its battle groups. ''Close Combat: Invasion Normandy'' abandoned the numbering scheme[[note]]Though on some online stores, including Website/GOGDotCom, it is titled ''Close Combat 5: Invasion Normandy''[[/note]] and returned the setting to Operation Overlord. It Overlord, and has generally been received as a polished, balanced game.

Atomic also developed a modern version (''Close Combat: Marines'') which was sold as a training tool to the US Department of Defense. Two civilian versions were marketed: ''The Road to Baghdad'' and ''Close Combat: Modern Tactics''. The former suffered from a rushed development, but the latter was well received. There was also apparently an airfield defense version sold to the RAF. RAF, ''Close Combat: RAF Regiment''. The modern combat theme was continued in ''Close Combat: First to Fight'', a first person TacticalShooter SpinOff by Destineer, pitting the US Marines against Syrian and Iranian forces in Lebanon.

''Close Combat II'' to ''Invasion Normandy'' were remade by Matrix Games with enhanced AI and game mechanics.

mechanics. The names of the remakes are as follows:follows:




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* ''Close Combat: Wacht am Rhein'' is the remake of ''Close Combat IV''
* ''Close Combat: The Longest Day'' is the remake of ''Close Combat V''



The next game in the series was ''Close Combat: Gateway to Caen'', focusing on the Battle of Caen shortly after the Normandy Landings, specifically the various battles and operations of the British VIII Corps along the Odon River.

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The next game in the series was is ''Close Combat: Gateway to Caen'', focusing on the Battle of Caen shortly after the Normandy Landings, specifically the various battles and operations of the British VIII Corps along the Odon River.
River. The last game to date is ''Close Combat: The Bloody First'', the first [[VideoGame3DLeap 3D entry]] in the franchise, set in the North African and Sicilian campaigns..


* RareVehicles: The Jagdtiger and King Tiger tanks definitely both count.

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* BreakableWeapons: Guns can jam. It doesn't happen very often, though, and the soldier operating it will stop and unjam, if possible.

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* BreakableWeapons: BreakableWeapons:
**
Guns can jam. It doesn't happen very often, though, and the soldier operating it will stop and unjam, if possible.



* TheEnemyWeaponsAreBetter: Downplayed. Your soldiers can pick up and use enemy weapons only if they've exhausted their own ammo. That said, it is sometimes possible for them to get better weapons this way -- for example, your soldiers can potentially capture a German MG42 when you're playing as the Soviets.

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* TheEnemyWeaponsAreBetter: Downplayed. Your soldiers can pick up and use enemy weapons only if they've exhausted their own ammo. That said, it is sometimes possible for them to get better weapons this way -- for example, your soldiers can potentially capture a German MG42 [=MG42=] when you're playing as the Soviets.



* NintendoHard: These games (particularly on the campaigns) chew up and spit out unprepared or green gamers for breakfast. And even when you know what you're doing, a LOT depends on being able to predict what the enemy will do or is doing and how to counter that. This is especially evident in the highly-randomized ABTF.

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* NintendoHard: These games (particularly on the campaigns) chew up and spit out unprepared or green gamers for breakfast. And even when you know what you're doing, a LOT depends on being able to predict what the enemy will do or is doing and how to counter that. This is especially evident in the highly-randomized highly randomized ABTF.

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* AttackItsWeakPoint: Most German tanks are all but invulnerable from the front, even to medium AT weapons such as the 57mm AT gun and bazooka. The sides, rear, and roof, however, are all quite weak.
** Same goes for the Soviet KV series tanks in ''Close Combat III''; in 1941, the Germans have only weapon that can penetrate its front armour: the rare, expensive and immobile 88mm FLAK cannon. Thus the Germans need to outflank it and hit its weaker side/rear armour.
* AwesomeButImpractical: Most heavy armored vehicles, as well as some units, such as flamethrowers. Even so, they are very occasionally useful.

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* AttackItsWeakPoint: AttackItsWeakPoint:
**
Most German tanks are all but invulnerable from the front, even to medium AT weapons such as the 57mm AT gun and bazooka. The sides, rear, and roof, however, are all quite weak.
** Same goes for the Soviet KV series tanks in ''Close Combat III''; in 1941, the Germans have only one weapon that can penetrate its front armour: the rare, expensive and immobile 88mm FLAK cannon. Thus Usually, the Germans need only hope is to outflank it and hit its the KV tanks' weaker side/rear armour.
** Some armoured vehicles are open-topped, meaning their crew is vulnerable to being picked off from above, and especially to direct artillery strikes.
* AwesomeButImpractical: AwesomeButImpractical:
**
Most heavy armored vehicles, as well as some units, such as flamethrowers. Even so, they are very occasionally useful.



* TheBerserker: Although rare, troops can go berserk and charge into melee [[ScreamingWarrior screaming]]. When they don't die instantly, they can do amazing things.

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* TheBerserker: TheBerserker:
**
Although rare, troops can go berserk and charge into melee [[ScreamingWarrior screaming]]. When they don't die instantly, they can do amazing things.



* CripplingOverspecialization: Justified, as it features historical weapons.
** However, this is also averted in a number of cases. Many crewed weapons will have a few crew members armed with rifles and submachine guns to help defend against infantry.
* EasyLogistics: One of the few RTS titles to utterly avert this.

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* CripplingOverspecialization: Justified, as it features historical weapons.
**
weapons. For example, Bazooka teams are good at ambushing tanks and busting bunkers, but not much use against enemy infantry, while machine guns are great at fending off enemy infantry but cannot damage tanks. However, this is also averted in a number of cases. Many crewed weapons will have a few crew members armed with rifles and submachine guns to help defend against infantry.
* EasyLogistics: One of the few RTS titles to utterly avert this.this:



* FragileSpeedster: Scout vehicles are like this -- they move very quickly, but have thin armour (or sometimes none at all), and are usually armed only with a machine gun. Scout infantry are similar -- they move faster than any other infantry and are good at spotting the enemy, but fare poorly in a fight.



* GlassCannon: Flamethrower teams and vehicles are very effective but quite vulnerable and prone to exploding spectacularly when hit.
* GratuitousGerman: The German dialogue, at least in the earlier games, while understandable, is sometimes very awkward, such as:
** "Incoming!" is translated as ''Ein fliegendes Geschoss'' - literally "A flying projectile" (isn't a projectile flying by default?) and intoned comically wrong (like the soldier has just seen something extraordinary).
** ''Körper runter'' (translation of "Keep your heads down!") literally means something like "(Get your) body down!". It's as awkward in German as it is in English.

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* GlassCannon: Flamethrower teams and vehicles are very effective but quite vulnerable and prone to exploding spectacularly when hit.
hit. There are also tank destroyers with powerful main guns but thin armour.
* GratuitousGerman: GratuitousGerman:
**
The German dialogue, at least in the earlier games, while understandable, is sometimes very awkward, such as:
** *** "Incoming!" is translated as ''Ein fliegendes Geschoss'' - literally "A flying projectile" (isn't a projectile flying by default?) and intoned comically wrong (like the soldier has just seen something extraordinary).
** *** ''Körper runter'' (translation of "Keep your heads down!") literally means something like "(Get your) body down!". It's as awkward in German as it is in English.



* KillItWithFire: Flamethrowers, flamethrower halftracks, and flamethrower tanks are all available.
** In addition, some infantry carry Molotov cocktails.
** Flamethrowers have excellent AT ratings, meaning that one of the few reliable ways to kill heavy German or Soviet armor is often to somehow sneak a flamethrower into the building next to them.
* LuckBasedMission: Most of the games to some extent, but ESPECIALLY ABTF and ''ESPECIALLY'' for the Western Allies. You know what reinforcements you will get and a vague idea of when they'll arrive and where, but that is by no means a reliable timetable. And then we get to talking about the bridges themselves: more than one campaign has been decided on whether a particular bridge's explosive charges triggered or fizzled out.

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* KillItWithFire: KillItWithFire:
**
Flamethrowers, flamethrower halftracks, and flamethrower tanks are all available.
**
available. In addition, some infantry carry Molotov cocktails.
**
cocktails. Flamethrowers have excellent AT ratings, meaning that one of the few reliable ways to kill heavy German or Soviet armor is often to somehow sneak a flamethrower into the building next to them.
* LuckBasedMission: LuckBasedMission:
**
Most of the games to some extent, but ESPECIALLY ABTF and ''ESPECIALLY'' for the Western Allies. You know what reinforcements you will get and a vague idea of when they'll arrive and where, but that is by no means a reliable timetable. And then we get to talking about the bridges themselves: more than one campaign has been decided on whether a particular bridge's explosive charges triggered or fizzled out.



* MookChivalry: Used or Inverted in the Island operation in ''Close Combat II'', depending on which side you choose. The allied tanks must advance down a narrow raised road, and almost inevitably take heavy losses.
** There's another example in ''Close Combat III'', where the Soviets must cross a bridge during the last operation in Berlin. While the Germans are vastly outnumbered at this point, just one or two AT guns and a few snipers have excellent vantage points, and can cause horrendous casualties to the advancing Soviets.

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** In ''Close Combat III'', tank engines can randomly freeze in winter. Whether this happens is entirely random (though some vehicles are more prone to this than others), and if you're very unlucky most of your armoured force can start the game immobilized, making it virtually impossible to win the battle.
* MookChivalry: MookChivalry:
**
Used or Inverted in the Island operation in ''Close Combat II'', depending on which side you choose. The allied tanks must advance down a narrow raised road, and almost inevitably take heavy losses.
** There's another example in ''Close Combat III'', where the Soviets must cross a bridge during the last operation in Berlin. While the Germans are vastly outnumbered at this point, just one or two their AT guns and a few snipers can be positioned so that they have excellent vantage points, and can cause horrendous casualties to the advancing Soviets.



* SelectiveHistoricalArmoury: In ''Close Combat II'', Universal Carriers and Jeeps are conspicuously absent.
** Coding in the game files show that at one point they were in the game but were removed later. ''Last Stand Arnhem'' added them back in.
* SortingAlgorithmOfWeaponEffectiveness: In many operations, heavy armor will take days to arrive. This is particularly true in ''Close Combat II'', where the British Paratroopers at Arnhem can expect to wait six to eight days for armored reinforcements.
** [[LastStand IF they're lucky.]]

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* SelectiveHistoricalArmoury: In ''Close Combat II'', Universal Carriers and Jeeps are conspicuously absent. \n** Coding in the game files show that at one point they were in the game but were removed later. ''Last Stand Arnhem'' added them back in.
* SortingAlgorithmOfWeaponEffectiveness: In many operations, heavy armor will take days to arrive. This is particularly true in ''Close Combat II'', where the British Paratroopers at Arnhem can expect to wait six to eight days for armored reinforcements.
**
reinforcements. [[LastStand IF they're lucky.]]



* UnitsNotToScale: Infantry are scaled up slightly--- as they wear camouflage, they would be difficult to see otherwise.

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* UnitsNotToScale: Infantry are scaled up slightly--- slightly -- as they wear camouflage, they would be difficult to see otherwise.
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Dummied Out is now trivia. Moving examples accordingly.


** Coding in the game files show that at one point they were in the game but were [[DummiedOut removed later.]] ''Last Stand Arnhem'' added them back in.

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** Coding in the game files show that at one point they were in the game but were [[DummiedOut removed later.]] later. ''Last Stand Arnhem'' added them back in.
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* TheEnemyWeaponsAreBetter: Downplayed. Your soldiers can pick up and use enemy weapons only if they've exhausted their own ammo. That said, it is sometimes possible for them to get better weapons this way -- for example, your soldiers can potentially capture a German MG42 when you're playing as the Soviets.
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The Crocodile has a normal tank gun alongside its flamethrower, as well as a machine gun, meaning it outranges Panzerfausts.


** The Churchill Crocodile and Churchill AVRE; every German infantry unit they face will have Panzerfausts that can pop them in a single hit and which outrange their own weapons, but if they manage to get off a round, they can clear buildings of enemy troops with a single shot.

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** The Churchill Crocodile and Churchill AVRE; every German infantry unit they face will have Panzerfausts that can pop them in a single hit and which outrange their own weapons, but if they manage to get off a round, they can clear buildings of enemy troops with a single shot.

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