close combat - modifications

For the descriptions of these mods I used used the article "Close Combat II and III Mods - Revisiting WW II tactics" (posted on 01/07/2000) at CG Online. I have been so impolite to use Jim Cobb's great descriptions of various Close Combat mods from his article.



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close combat II mods

realpara

Now up to version 3, is the most visible mod for Close Combat II, a fact that speaks to serious wargamers' love for accuracy above all else. Realpara doesn't change graphics or locale and makes precious few changes in the system. What is changed heavily is the accuracy of each battle. Using the latest research, Realpara corrects the order of battle and the time and locale of the scenarios. Thus, we know that the flamethrowing vehicles at Oosterbeeck were actually French, the British reinforced the 101st on the 19th, and a Jagdpanzer IV, not an open-topped Marder, was at the Arnhem bridge.

RealPara is available at the Anzac Clan [ www20.brinkster.com/anzacclan/ ].

damn yank

This mod offers up the tantalizing concept of American forces, rather than the British XXX Corps, driving up that narrow road to Arnhem.

Damn Yank is available at the Anzac Clan [ www20.brinkster.com/anzacclan/ ].

the great war

The Great War

The Great War, 1914-1918 doubtlessly takes the Close Combat series where it isn't expected to go. Recognizing that the engine essentially models infantry actions, this mod goes back to the biggest infantry clash of the Twentieth Century in all its forms. The troops now include the "Old Contemptibles," Doughboys, Poilus, and German Soldaten. Scenarios include the horrible knife fights called trench raids but tend to concentrate on the mobile actions of 1914 and 1918. Late-war armor units are includes with reasonable combat values although icons still are the WW II variety. New maps exhibit great feel for No Man's Land while battles include Verdun, the Kaiser Offensive, and the Allied Counter-offensive of 1918. Original sounds include the boxcar rumble of huge artillery pieces and the humming of biplanes. The barrier erected against creating campaigns has been overcome with the Marne and Messines Campaigns download. This mod expands not only the series but also the hobby.

The Great War is available at the Dugout [ www.greatwargames.com ].

pacific front

A mod that equals the World War I piece for originality and research takes the action half way around the world. The Pacific Front mod takes Close Combat to the Pacific. American Marines go up against all kinds of Japanese troops. American infantry and Commonwealth troops—including Gurkhas—can be found in the many scenarios. The maps are all authentic, showing battles near beachheads, the jungles of Southeast Asia and the nightmare scenario of fighting on the Japanese home islands. Appropriate vehicles such as Amtracks and Japanese armor are present and perform realistically. The sound files include cries in Japanese and authentic machine gun bursts. Want a Banzai charge? Set the Japanese forces to heroic and "Always Obeys Orders" and point the way. As of yet, no campaigns or operations have been developed but, with acclaim for this mod, they are certainly a possibility.

The Pacific Front is available at Close Combat Pacifc Front [ member.nifty.ne.jp/takixxx/cc2_eng.htm ].

dieppe raid

The Dieppe mod returns to Europe but still shows strong signs of originality. Instead of using a broad gauge approach, this mod focus on one battle, the abortive raid on France by Canadian troops in 1943. The maps show a keen knowledge of the battles on the shale beach, at the casino, and in the town itself. As a sideshow, the smash-and-grab hit on Barneval is also included. The order of battle shows each Canadian unit involved along with precise armament. A very clever abstraction of offshore bombardment has led to the creation of forward observer sections. These units have the mechanics of the usual indirect fire units but don't carry the weapons and seem to have much more destructive effects. This mod does honor to the troops involved in this debacle.

The Dieppe Raid is available at Dieppe Raid patch [ members.xoom.com/WPinkhof/uk.htm ].

kreta

Kreta mod

Similar to Dieppe, the new Kreta mod shows the airborne invasion of Crete. German paratroopers struggle against entrenched Anzac, Greek, British and penal troops in the beautiful but rugged terrain of this Mediterranean island. Taking the Malema airfield takes on another dimension here.

Kreta for Close Combat: A Bridge Too Far is available at Kreta [ members.xoom.com/Kretaforcc2/ ].

eastern front

An earlier mod is East Front. The designer anticipated the demand for a Russian Front product. American and British troops are replaced by Russian forces in trying to gain the road to the Rhine. Although now overshadowed by Close Combat III: The Russian Front, this mod is still an appetizing alternative for Close Combat II owners.

The Eastern Front is available at the Foxhole [ members.xoom.com/das_fuchs/front.html ].

anglowar

Anglowar pits Brits and Americans against each other.

Anglowar is available at the Anzac Clan [ www20.brinkster.com/anzacclan/ ].

1940

The 1940 mod changes Brittish Airborn units into British Home Guard, US Army into French Army, US Airborn into Belgian Army, Polish Airborn into Polish Army, German Fallschirmjaeger into Italian Army and German SS into German Elite troops.
The period covered by the patch is from september 1939 to first half of 1941.

The 1940 mod is available at the Anzac Clan [ www20.brinkster.com/anzacclan/ ].



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close combat III mods

realred

RealRed Icon

RealRed is an extremely accurate set of data files built upon historical reference. Using numerous printed references; the vehicles, weapons, soldiers and teams tables have been researched and adjusted to create a set of CC3 data that more closely reflects known historical and documented information. RealRed adds over 60 new teams, over 30 new vehicles and over 20 new weapon types to the existing data files as developed by Atomic Software. The end result is a game of Close Combat III that uniquely represents Eastern Front squad level combat. RealRed, now at ver. 822, completely re-makes Close Combat III. It deals with the major complaints by making infantry less vulnerable to armor. It also corrects a major error in the upgrade path for German forces. Substituting the second-rate Luftwaffe troops for the elite Fallschirmjaeger, it prevents successful German commanders from becoming ahistorically strong. More subtle corrections are made in the Russian upgrades from regulars to Guards and then to Desant troops. This mod also creates 54 new German teams and 78 new Russian ones. Accuracy is further enhanced by no less than 91 changes to the weapons tables. A graphics addendum supports these changes. While the scope of these changes may seem a put down, the designers hasten to underscore the debt they owe to Atomic. RealRed has spawned an interest variety of sub-mods using its parameters.
RealInfantry drags the series back to its foot-slogger roots by eliminating almost all armor and anti-tank units. Scenes from the movie Stalingrad can be duplicated with this.

RealRed and RealInfantry are available at RealRed [ www.militarygamer.net/CloseCombatRealred/ ].

Plugins and mod files are alternatively available at the GS Clan [ www.close-combat.de/ ] and the CSO Clan [ www.closecombat.org/indexa.html ].

realromanian

RealRumanian highlights the role of Rumanian troops in the East complete with appropriate weapons and scenarios. Winning with these troops is a true challenge.

RealRomanian is available at Axis Allies CC3 mods [ www.militarygamer.net/CloseCombatAxis&Allies/rromanians.html ].

To make a plugin of your downloaded mod Zips, see my description at Real Romanian zip2pln.

Mod files are alternatively available at the GS Clan [ www.close-combat.de/ ].

western front

Western Front

Naturally, if you do the East Front, somebody will want to head West. The Western Front mod does this quite well. This mod substitutes American and Commonwealth troops for Russian ones with special emphasis on American forces. In its original form, the battles are the same as the original Close Combat III ones. These battles are interesting in themselves since the German troop mix was different in the East than in the West. Some authorities claim that the best German troops were in the East. Western Front allows players to test the Western Allies against veterans of the Russian Front with Yanks clearing the streets of Berlin. New teams can be added and forward observer units can call in air strikes.

The hidden joy of Western Front is that it can be used as an update for Close Combat I. Maps have been made for the reconstruction of the Normandy battles. The improved Close Combat interface can now be used in those gritty hedgerow battles. You now can safely relegate the first of the series to heirloom status. New maps expand the locales to Italy and the Mediterranean.

Western Front files are available at Western Front Site [ www.militarygamer.net/CloseCombatWF/ ]

Western Front maps are available at Blackhound's Close Combat Bunker [ blackhound.gvi.qc.ca/ ], Hurtgen Forest [ www.student.oulu.fi/~psaastam/ ] and GS_Marcks site [ www.close-combat-world.com ].

The plugins file for version 6.4 is alternatively available at the GS Clan [ www.close-combat.de/ ]. The mod files for version 5.10 and version 6 are alternatively available at the GS Clan [ www.close-combat.de/ ].

commonwealth summer

Commonwealth Summer

The "Commonwealth Summer" sub-mod for Western Front will focus on the Commonwealth Land Forces in Normandy from D-Day to the end of August with the closing of the Falaise Pocket. There will be some reorganization of existing units and addition of a few new units. Among them will be field artillery, Hawker Typhoon air support, Sherman IIs/IIIs/Vs, "Honey" tanks, Guards, and airborne units.

A few of the graphics will be changed, and Canadian and Polish units will be included as well. With the exception of field artillery there will be little or no change in German units. Rarity will be researched and established in order to limit the availability of units that most closely resemble the order of battle in the Caen sector of Normandy in 1944.

Focusing on rarity will make the game more realistic, though not necessarily even-matched between forces at all times. Availability of units will fluctuate considerably between operations. A grand campaign will be an integral part of this sub-mod. I plan on releasing two maps before the completion of this mod. There will be a beta test phase before the final release. (Cathartes)

The Commonwealth Mod will be available at Commonwealth Summer [ www.militarygamer.net/CloseCombatWF/cwsummer/ ].

operation beached whale

Operation Beached Whale is a sub mod of West front. Based upon the Hypothetical invasion of Britain.

JUNE 6, 1944: Operation ‘Beached Whale’ is launched. Some ten German divisions set sail for the straits of Dover and the Kent coast in over 6,000 ship, supported by as many aircraft. Despite meeting fierce resistance, by nightfall some 150,000 men are ashore, eight miles into Kent in southwest England. Diversionary landings are also successful in Southampton, with the aim of progressing to Bath and Bristol, and on the Norfolk Broads, with the aim of reaching Norwich. All three battlegroups then aimed to converge on London.

JUNE-AUGUST 1944: War rages on British soil for the first time since William the Conqueror in 1066. Will the Wermacht, after its triumphs of the previous years, be successful in this final battle for hegemony over all Europe? Or can the British, standing alone, hold out until the secretive American ‘Manhattan Project’ is ready?

The Beached Whale Mod will be available at Operation Beached Whale [ www.closecombat.org/Ox/whalemod.htm ].

france 1940

France 1940

France 1940 continues to change things to the West but changes the system much more radically. The subject is the Battle of France in May and June of 1940. All units have been re-worked to present the very different weapons of this system. Early war French and Belgian units have been added, as have the pillboxes of Eben Emael and the Maginot line. Matilda, Char, Renault, and Hotchkiss vehicles are made available so that the hypothesis that these units could have handled the Germans of the period, given competent command, can be tested. 1940 is a subject that Atomic probably will not pursue so historians should be especially grateful for this mod.

France 1940 is available at France 1940 Campaign [ www.clubssi.com/d88/1940/ ].

To make a plugin of your downloaded mod Zips, see my description at France 1940 zip2pln.

Plugins and mod files are alternatively available at the GS Clan [ www.close-combat.de/ ] and the CSO Clan [ www.closecombat.org/indexa.html ].

sicily

A mod by Itl_Becca that will change cc3 in the allied conquest in Italy. Great graphics for this mod. Even the Close Combat graphics master Future was awed by the preview of the graphics...

Sicily will be available at CC3 Itl_Becca Web Page [ utenti.tripod.it/Itl_Becca/ ].

afrika

Afrika mod

After Brittain has recovered from the shock and disasters of the first year of the war a bold operation was started against Italy in Africa. The Italian defense was quickly broken, but the German Afrika Korps could not be defeated. In 1942 the Afrika Korps launched a counteroffensive and almost managed to defeat the Brittish defense.
All units have been re-worked to present the very different weapons of this system. The Afrika mod is based on the France 1940 mod system.

Afrika is available at Afrika mod [ perso.club-internet.fr/fsimenel/Afrika.htm ].

To make a plugin of your downloaded version 1.0 mod Zips, see my description at Afrika zip2pln.

The plugins files for version 1.1 is alternatively available at the GS Clan [ www.close-combat.de/ ].

the great war

The Great War

The Great War, 1914-1918 doubtlessly takes the Close Combat series where it isn't expected to go. Recognizing that the engine essentially models infantry actions, this mod goes back to the biggest infantry clash of the Twentieth Century in all its forms. The troops now include the "Old Contemptibles," Doughboys, Poilus, and German Soldaten. Scenarios include the horrible knife fights called trench raids but tend to concentrate on the mobile actions of 1914 and 1918. Late-war armor units are includes with reasonable combat values although icons still are the WW II variety. New maps exhibit great feel for No Man's Land while battles include Verdun, the Kaiser Offensive, and the Allied Counter-offensive of 1918. Original sounds include the boxcar rumble of huge artillery pieces and the humming of biplanes. The barrier erected against creating campaigns has been overcome with the Marne and Messines Campaigns download. This mod expands not only the series but also the hobby.

The Great War is available at the Dugout [ www.greatwargames.com ].

commando war

CC3: Commando War is not Real Purple, North Front, Real Bohemians or any sort of "real" or "historical" mod. Commando War's goal is not historical accuracy, but better and tougher gameplay, and balanced multiplayer games. This is something that cannot be achieved with a "historical" mod.
CC3: Commando War has taken the best elements (according to the maker) of the original Atomic Game and the mod Real Red and combined them with newly added commandos and secret weapons. Commando War was originally done as a personal mod for his own enjoyment to make playing the AI tougher. He released it feeling others might like a diversion to the CC series as well.

Commando War is available at Commando War site [ commandowar.clubssi.com/ ].

The plugins files for version 1.0 is alternatively available at the GS Clan [ www.close-combat.de/ ].

the pacific front

A Pacific Mod of CC3 is a subject I have always been interested in. Now that RealRed is complete, I am turning my attention to the Pacific Theater of Operations. Spanning the years 1942-1945, I envision this mod to encompass the island hopping campaign focused around the USMC vs Japanese held islands. Elite Airborne USMC and SNLF Japanese troops and associated equipment. The ultimate Grand Campaign will start with the Japanese invasion of the Phillipines/Corregidor and then proceed through the Solomons, Marianas, Gilberts, Palau, and Marshalls islands into Okinawa. Time permitting, I may try to include a 'what if' invasion of Kyushu. (Ron Gretz)

The Pacific Front will be available at CC3 Pacific Mod [ www.militarygamer.net/CloseCombatRealred/PM_page/pacific.html ].

vietnam

Vietnam mod

Tombstone's Vietnam Mod for CC3 covers 1965-1969, the years of committed involvement for the United States and Allies. Korean and Australian units fight alongside the South Vietnamese Army (ARVN) and US troops, with units from the US Army, USMC, Special Forces and US Navy SEALS. The Communist side is represented by North Vietnam Army regulars, and the National Liberation Front (Viet Cong). Many of the weapons used in the conflict are depicted in this mod, and the modern firepower adds a new dimension to Close Combat.

Vietnam is currently at Version 1.2 (6 July 2000).

The Vietnam mod is available at The home of the CC3 Vietnam mod [ closecombat.thegamers.net/Cc3Vietnam/home.htm ].

To make a plugin of your downloaded mod Zips, see my description at Vietnam zip2pln.

finland / suomi

A modification of CloseCombat III covering the Finno-Soviet conflict from 39 to 44. All Germans removed from the game and replaced by Finnish units. The Russian teams were completely reworked, with correct translations and new teams like NKVD Border Guards and Morskaya Pekhota units. A new Grand Campaign was added as well.

The Finland Mod is available at Suomi mod for CC3 [ www.militarygamer.net/CloseCombatAxis&Allies/suomi.html ].

To make a plugin of your downloaded mod Zips, see my description at Finland zip2pln.

Plugins and mod files for version 1.0 are alternatively available at the GS Clan [ www.close-combat.de/ ].

panzerjäger mod

A Russo-German modification to CC3 by Luer with a special focus on Infantry units, weapons and anti-tank defence.
Basically, it is the changes of Finmod and Romanian mod taken over to a Russo-German game, with a hint of ErsatzBulge, RealRare plus RealRed's improved infantry performance and balanced to be played as H2H.
Heavily reduced availabilities of all armour and AT guns (using bailed out crews as assault teams might now be a bad idea, you might need them for refitting). That also meant kicking out all ßß and Gv. tanks.
Luer completely reworked both the German and the Russian teams and added a few weapons some of which were already in his other mods (but never in any CC game elsewhere), some of which are completely new to CC.

The Panzerjäger Mod is available at CC3 Axis Allies [ www.militarygamer.net/CloseCombatAxis&Allies/pzjg.html ].

The Plugin of the Panzerjäger Mod is available at the GS Clan [ www.close-combat.de/ ].



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close combat IV mods

cc 2000

Apart from simply being a good game, one of the reasons why it has such longevity is because aspects of it can be changed, or modified, to add greater variety. Some of the mods that have been made, or are in the works, include versions set in World War I, Vietnam, the Pacific Front (WWII) and the Korean War. But there has yet to be a modern, post-Vietnam modification of the game to be made. Enter CC 2000.
With an anticipated release date of late 2000, the CC 2000 mod will completely change the data, sounds and graphics of the Close Combat IV game. The mod will be based on a hypothetical conlfict involving NATO and the Russian Federation and Associated States (RFAS) set in the period 2000-2005. Some of the vehicles and weapons featured in the mod are listed in the Vehicles & Weapons section of this site. (Naked Foot, June 2000)

CC 2000 will be available at the CC 2000 site [ cc2000.clubssi.com/about.htm ].

company commander mod

Company Commander mod. It is designed to improve infantry survivability and reduce the number of tanks in all armored battle groups. I have designed it to be played by the Americans on hero as the human, and the German on veteran as the AI. I made it hoping to bring home the promise of "commanding the same men throughout the campaign" and, using good tactics, good thinking and a bit of luck, you will. Some "features" are:

- SAI changes (set to 8) for more aggresive AI

- Very much improved infantry survivability for both sides

- Improved artillery

- Much fewer tanks around, focuses on infantry combat.

I have created a few scenarios to be used with the mod, the mod works best when you are the Americans doing the attacking, because the defending tended to be a bit too easy.

Company Commander Mod is available at the GROGSBoB CC4 site [ www.militarygamer.net/CloseCombatFuture/ ] (download page).

ersatzbulge

Ersatz Bulge

A modification to CC4, to be played as Germans on Hero Level. Adds more variety in the BG makeups. Removes all heavy German Armour (strongest tank: JgpzIV/70), 45 new (limit of the current tools), German (mainly Infantry) teams added. The game on all other levels than Hero remained nearly unaltered. Adds a few new weapons, e.g. grenade bundles, Hafthohlladung, Faustpatrone, ZB30(t). New vehicles: e.g. SdKfz234/3, Jgdpz IV/48, 2cm FlaK38, 250/1 (RPzB), BefehlsStuH42.
It is basically yet another, historically not perfectly accurate (though I had a look at the OOB's) but not unlikely shade of the BoB ... (Luer)

Ersatz Bulge mod is available at the CC4 Ersatz Bulge [ www.militarygamer.net/CloseCombatAxis&Allies/ersatz.html ].

grogsbob

GROGSBoB

The GROGSBoB mod for Close Combat 4. This mod will change sounds, graphics (non-snow) & data.
This mod has been called GROGSBoB because I believe that Atomic have done such a good job on CC4 that I couldnt call it RealGreen or RealBoB. Mick_(xe5) inspired the name. This mod will appeal to the Grogs out there that want just that bit more realism in their game.
The Graphics Mod was done as in all my research on the BoB and the paint schemes that the Germans used i found that they did not paint their vehicles white in any great number.. My resources are "The Battle of the Bulge. Then and Now" . "Ardennes 1944 Peiper & Skorzeny" Elite series Opsrey Military books. "Patton and the Battle of the Bulge" & "Panzer Colours. Camouflage of the German Panzer Forces, 1939-45". All graphics used by the games data have been changed. Also this mod was done so that these graphics could be used for non snow map mods...
I the Infantry Mod because I wanted the AI to give me a good fight. This mod incorporates most of the SAI mods so that the AI's Inf will now run instead of crawl across streets. It also includes the changes that Mr X did to the elements file to make the AI's infantry stay inside buildings. They will go for cover more.As a mainly Infantry mod there are very few tanks around. Most Armoured BGs get one tank only. You will see Half Tracks and Armoured Cars. This has been done by using Zeppo9's BGmaker tool that allows you to change the compositon of the BGs.Arty and the Calliope rockets have been upped. (FUTURE)

Grogs BoB is available at GROGSBoB CC4 mod [ www.militarygamer.net/CloseCombatFuture/ ].

korean combat 4

Korean Combat 4

The project depicted on this website is a modification for Close Combat IV, that converts the game from being set during the Battle of the Bulge to being based upon the Korean War.
This will be an involving project that will take some time, as we are going to be changing the data, graphics, sounds, maps, interface appearance and much more, which altogether will take much work but will make for a very interesting modification. The mod will be as historically accurate as possible, but without losing the fun emphasis of the game. The modification is not being made for the good of our health, but to make the game more fun for everyone and to educate people on the forgotten war that brought death to so many.
At the moment, the mod is still in progress. Our contributors are working their hardest to bring this mod to a finished state, but as earlier stated, this is no minor task. You can browse our website to get some idea of how the project is going, post any questions on our forum, and offer your services if you are enthusiastic and have anything useful to contribute. Please enjoy our website and wait patiently for our great mod.
New weapons will include the PPsh41, PPS43, SVT-40, Mosin Nagant, Maxim 1910 and much more. New vehicles will include the M26 Pershing, M46 Patton, T-34/85, SU76, Centurion and many more. (NL_Oxcart)

Korean Combat 4 will be available at the Korean War mod for CC4 [ www.closecombat.org/Ox/korea.html ].

true green

True Green

The purpose of this mod is to make it possible to play with more historically correct german battle groups. Atomics original files included battle groups which sometimes differed greatly from the historical counterparts in terms of both unit composition and the number of available units of each type. This mod won't give you control over 100 percent historically correct battle groups, since the game system requires all the battle groups of a division to draw replacement units from the same force pool. This makes it almost impossible to earmark cetain unit types for one particular battle group. Therefore attrition will decide where the replacements go. (Nimits)

True Green is available at Admiral's Mods, Home [ home.att.net/~mrkwtkwsk/wsb/html/view.cgi-home.html-.html ].

tt's veteran mods

As Human Veteran player you will have a VERY tough fight against the AI!
Using the excellent editing tools from CplFilth and Sgt_Wilson, TT has made two mods especially for the Human Veteran player against the AI. The purpose is to make the AI a much tougher opponent, without "cheating" with historical facts.
Basically this mod gives the AI much more infantry soldiers, while the human player has to stick with more or less the original team sizes. (Nimits)

TT’s Veteran Mods are available at Close Combat IV [ home.c2i.net/thaugsko/cc4.veteran.htm ].

winter war

Winter War

A modification of CloseCombat IV by Luer and Moloch. It focusses on the final desperate days of the Winter War in February and March 1940.
Setting: Karelian Isthmus / Bay of Viipuri (Vyborg)
Time frame: February, 13th to March, 13th

Winter War is available at the Winter War homepage [ www.militarygamer.net/CloseCombatAxis&Allies/cc4ffv.html ].



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close combat V mods

6th-army's veteran mods

6th-Army, THE man behind the SAI changes in CC4, has made two CC5 Veteran mods, one for playing as human versus allied AI, and one for playing against the german AI.

6th-Army's CC5 Veteran Mods are available at TT's Veteran Mods [ home.c2i.net/thaugsko/cc4.veteran.htm ].

cc5 demo mod

100+ new scenarios for the CC5 demo featuring all 54 US & German BGs [battle groups] found in the release version. Included are files that will modify VLs [Victory Locations] and deployment zones for greater play variety. The readme has easy installation instructions.

CC5 Demo Mod is available at xe5's CC5 Files [ home.earthlink.net/~mcconmy/xe5scc5.htm ].

dutch's soundeffect mod

This new mod by Dutch replaces the current sound effects in the game with a few new ones. 'This one has the P-51 droning by occassionally...really sharp sound! Also fixed a few sounds that just didn't sound right when fired rapidly. The BAR crews now have a real BAR...it's pretty tough sounding!'

Dutch's Soundeffect Mod is available at CC5 Modifications n' Stuff [ www.geocities.com/cdynomite/cc5files.htm ].

nebelwerfer41

DrexelDragon made a mod that makes the Nebelwerfer41 available in the game. A long range havy artillery rocket launcher.

Nebelwerfer41 is available at La Bataille de Normandie [ www.chez.com/ablaze6783/cc5/pages/mods.htm ].

panzer marsch!

Panzer Marsch!

By Zonbie and GS_Marcks. This graphic mod changes the vehicle, guns and wrecks graphics of CC5. There’s also an data fix, that fixes some vehicle-graphic bugs in CC5. More details and various camo’s added.

Panzer Marsch! is available at GS_Marcks CC site [ www.close-combat-world.com/ ].

panzerfeind!

Panzerfeind!

By GS_Marcks. Panzerfeind! changes the standard CC5 gun graphics to redone and camouflaged graphics. To actually get an effect out of the "camouflage" GS_Marcks also tweaked around with the vehicular size in the vehicles.adb file.

Panzerfeind! is available at GS_Marcks CC site [ www.close-combat-world.com/ ].

grogsutah

By FUTURE. Replaces the games sound.sfx file. Prepare for REAL WAR SOUNDS... This file can also be used with the CC5 Demo... This mod will not affect H2H play... So YES you can use it when you play H2H.

GROGSUtah is available at FUTURE's CC Battlefield [ www.militarygamer.net/CloseCombatFuture/ ].









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