Combat Mission: Barbarossa to Berlin
By Jim "Bismarck" Cobb

Article Type: Review
Article Date: November 26, 2002

Product Info

Product Name: Combat Mission: Barbarossa to Berlin
Category: Hybrid Turn-Based/Real-Time Strategy
Developer: Big Time Software
Publisher: Battlefront.com
Release Date: Released
Sys. Spec: Click Here
Files & Links: Click Here

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Attention to Detail

When it appeared in 2000, Combat Mission: Beyond Overlord was deemed a milestone in tactical games by serious gamers. Big Time Software used graphics that combined the up-close effects of simulations and the bird's-eye view of traditional wargames.

intro

The mechanics were state-of-the-art colored coded click and drag in the subtle simultaneous move after orders, or WEGO, mode. Attention to the hardware and weapons platforms was exact, detailed and improved by many tweaks to suit grognards. Command and control as well as psychological infantry models equaled, if not surpassed, the standards set by the Close Combat series. The very powerful yet user-friendly editor spawned a cottage industry of user-made scenarios.

The only possible limitation for players who understood and enjoyed the engine was that battles were limited to the Western Front from 1944 to 1945. Most tactical gamers look upon the East Front as the cornucopia of conflict. Surely, an add-on or sequel with T-34s and Guard divisions could be expected within a year.

Troops on the backs of JS-1s move out.

Good Things Take Time

Big Time Software doesn’t do things that way. They realized that moving the Combat engine from Western to Eastern Front and from 1944 to 1941 requires more than some new tanks and a change in uniforms. The war in Russia had an entirely different texture than the fighting in the West. One difference, of course, is the large number of troops involved but that wouldn’t affect a tactical game like Combat Mission.

German tanks burn under the gun of a KV-1.

No, Russians fought differently than the Western Allies. Forced on the defensive after taking crippling initial losses, the Soviet Union had to use masses of ill-trained infantry and vehicle crews to stop the Wehrmacht. Such exigencies forced Russian tactics into a simpler, more brutal vein than the Anglo-Saxon fire and maneuver. Even the vaunted Russian artillery would never match the American “Time on Target” method of fire support.

The Russians’ major advantages ware a series of superb medium and heavy tanks and rugged weather. To respond to this, the Germans had to adopt new tactics while quickly developing new armor vehicles. Clearly, Combat Mission: Barbarossa to Berlin had to be significantly different from its predecessor and Big Time took two-and-a-half years to accomplish the metamorphosis.

A dreaded 88 Flak prepares to open up on a Russian tank.

Recap

While many of the main concepts remain the same as in Combat Mission: Beyond Overlord and were amply described in these pages by “Admiral” Nelson Hernandez and Martin Turewicz, a quick summation of the series game play and mechanics would not be amiss.

Combat Mission: Barbarossa to Berlin’s scale centers on individual vehicles, infantry squads and weapon teams with assists from off-board artillery and air power. The 3D graphics, although only slightly upgraded and no longer quite state-of-the-art, are still excellent at accomplishing its game play mission. With nine levels of zoom, players can get an aerial picture of the situation and then literally get down in the mud with their troops to take advantage of the slightest quirk in the terrain. Fire and fire commands are initiated via pop-up menus or hotkeys and executed by click-and-drag strips.

Action begins in the one-minute turns when both sides execute orders given previously. Units, modeled for training experience, weapons and ammunition levels, begin moves as a function of being in command range of a HQ with out-of-command units being slower to get going. Contact with the enemy affects a unit’s morale, causing it to go through eight different morale levels. Actual damage and casualties are a function of a very precise algorithm involving an incredible database on armor, weapons effectiveness, terrain and weather physics.

Action takes place in single battles played with varying numbers of units on many different kinds of terrain and in all types of weather or in operations where battles are linked and losses and gains in unit strength and experience is carried over. A full editor gives scenario editors free reign to their imaginations.



Transformation on the Steppes

The most apparent and expected changes between the two products are in the vehicle and weapons databases. Once again, Big Time Software gives us every type and mark of tank, armored car, artillery piece and side arm by month and date of availability. Thus, mid-July 1941 TO&E shows us the “funky” and ineffectual Russian pre-war BT-7s and T-26s while the Germans roll in with the proven PZKW IIIS and IVs along with the occasional PZKW –38(t)s and “appropriated” Renaults.

As the war goes on, the switch in production philosophies becomes apparent. The Russians settle down with the T-34, KV and JS series while the Germans frantically try to meet these challenges with the eccentric Ferdinands and Elefants and even captured Soviet tanks. Each type is modeled accurately for armor thickness and slop for all aspects as well as armament. When using the “Quick Battle” feature of the scenario editor, each vehicle has a rarity factor with corresponding point values so the player must decide if the novelty of a Ferdinand is worth four Mk IVs with upgraded armor and guns.

An early war BT-7 waits in the snow.



The 1931 model of the T-26 had twin turrets. Unfortunately, they only carried MGs



The monster, Ferdinand, one of Hitler’s little jokes on the Wehrmacht, was too large and slow

Infantry weapons also undergo a metamorphosis. The Russians begin the war with Molotov cocktails, anti-tank guns and end it with more PPHs submachine guns and RPGs. The Germans gain Panzerfausts, Panzerschrecks and Schmeissers. Artillery and air units don’t experience the degree of change these other weapon platforms do but undergo some development in terms of new models and numbers deployable.

This concentration on material is not limited to the two major combatants. Finish, Italian, Bulgarian, Rumanian and Hungarian troops and equipment are provided on the Axis side. The Russians get the use of Partisans. Ever wonder about the Finnish Lahti weapons? Find out now.



Mechanics and Game Play

Simple additions to the database wouldn’t take two years. Major changes have been added to game mechanics and play. Primary among these are new infantry movement orders. Advance and assault differentiate between unit awareness, fatigue and combat responses more than move and run. Sewer movement. Not used in any of the pre-made scenarios, has been used in some user-made urban battles, Withdraw will save lives at the risk of rout. Human wave is a uniquely Russian move. Units will advance and then run at an objective, crying an excited “Urra!!” all the way. This movement imposes many fatigue and effectiveness penalties but will soak up a great deal of German lead. Such tactics are used primarily with conscript and green troops because it is about the only maneuver they can perform effectively.

Russian soldiers run across snow in a human wave. About 25% will survive.

Ambushes are made easier with the “Cover Arc” and “Cover Armor” commands. Heavy weapons and on-board artillery can have arcs marked delineating where they can open fire. No longer will the TacAI open up too soon.



More Welcome Additions

Many other features that might seem frivolous add to the game. Seven grades of optics—six of which are German—allow units to see more and enable them to get that all-important first-shot. Vehicles can now “shoot and scoot” from one position to another. Forward observers must deal with stricter line-of-sight rules. A “death clock” makes tank crews pump a couple of rounds into an apparently knocked-out enemy just to make sure. Queuing more than three orders slows an unit’s response. More information is shown about hits. Ski troops lose their special mobility after engaging. In battle before 1944, Russian troops will have slower response the German. New terrain types reflecting the seasons affect movement and combat as will more severe weather.

These features shine in the 60 battles and 10 campaigns. Every situation from 1941 to the death throes of the Reich in Berlin is shown. The Quick Battle option allows hypothetical engagements to be created using a wide range of parameters. The scenario editor remains one of the most powerful on the market and has already spawned many user-made scenarios. Patch 1.01 tweaked many small graphic and play features. Play is further enhanced by hot seat, PBEM and TCP/IP play modes.

The learning of an admittedly complex game is lessened by the two tutorials and the 261-page manual. Still uncomfortable? Create a small Quick Battle and learn at an easy pace.

Das Ende. Russian troops roll down a Berlin street

Combat Mission: Barbarossa to Berlin naturally lacks the initial “wow” high of its predecessor. Most serious gamers have experienced the thrill of the Combat Mission system. However, the Russian Front has never been simulated better. Big Time Software’s latest product deserves all the kudos the first entry received.


Combat Mission: Barbarossa to Berlin


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