Close Combat: The Bloody First cover
Close Combat: The Bloody First screenshot
Genre: Real Time Strategy (RTS), Simulator, Strategy

Close Combat: The Bloody First

Close Combat: Modern Tactics is now available on Steam

Back in 2007, Matrix Games proudly presented Close Combat: Modern Tactics. A detailed, real-time war simulator based on an actual tool developed for and used by the United States Marine Corps. This fondly remembered classic still holds up today, thanks to its beautiful hand-drawn maps and the depth of the strategy available to players.

The attention to detail has been bested by few since, which is why we are now bringing it to Steam for the first time. This also completes the Close Combat collection for Steam users, who will now have access to all of the Close Combat franchise in one place.

To celebrate this launch, we are including a substantial 40% discount on Close Combat: Modern Tactics on Steam.

https://store.steampowered.com/app/1367330/Close_Combat_Modern_Tactics/

We are also additionally having discounts on the various other Close Combat Series games.
Looking to complete your collection at a substantial discount? You can grab all the titles your missing, including Close Combat: Modern Tactics, in the complete collection:

https://store.steampowered.com/bundle/14953/Close_Combat_Collection/

Note: Some discounts will not be available until after 6pm GMT (UK Time), if you do not find a discount on the Close Combat title you want, try refreshing the page after confirming it is 6pm GMT or later.

Close Combat: The Bloody First - "Veteran" mod is now available for download

The first massive mod for Close Combat: The Bloody First is now available.

It is called Veteran and it was developed by a well-known modder in the community, Nomada_Firefox.

He took upon himself the task of converting maps from Close Combat: the Longest Journey, as well as adding a lot more content. We were so impressed with it that we have worked to bring this content into the game as an optional addition you can directly download from the games client.

Nomada_Firefox's Veteran mod main features include:

You can now download the Veteran mod directly from the game's download system by doing the following:

We're also going to stream the mod on our Twitch channel tomorrow at 8 pm GMT+1.

Last but not least, Close Combat: The Bloody First is currently part of our Easter sale: If you don't have it yet in your game library, you can acquire it at 30% off by entering the "happyeaster30" coupon code. The offer is only valid on the Slitherine and Matrix Games stores.

 


Sword and Juno Beaches


Sherman Crab

Close Combat - Wacht am Rhein is available on Steam

The Battle of the Bulge or Hitler's last gambit is the bloodiest battle fought by American soldiers in WWII. If it had succeeded, it would have led to the destruction of 4 Allied armies and, possibly, a separate peace with Germany. Wehrmacht codenamed it Wacht am Rhein. 

Close Combat - Wacht am Rhein, originally released in 2011, is landed on Steam! This version benefits of many improvements and changes made specifically for this release, including new setting available for HD resolutions. 

Revive the battle the could have changed World War II.

https://store.steampowered.com/app/1272110/Close_Combat_Wacht_am_Rhein/

To celebrate this important event, we have created a Close Combat Collection Bundle (The Bloody First, Gateway to Caen, Panthers in the Fog, Last Stand Arnhem, Wacht am Rhen) at 30% off! Check it out!

https://store.steampowered.com/bundle/14953/Close_Combat_Collection/

Important note for Matrix users. Close Combat - Wacht am Rhein Matrix version will need to be uninstalled and installed again to get the improvements working.

Map Editor and Modding Tools added in 1.1.1!



Close Combat The Bloody First has been updated to version 1.1.1!
This is truly the Big 1 update and it is full of nice additions and improvements.

The most significative element in this update is the introduction of the Map Editor along with a full range of Modding Tools.

The new modding kit allows you to customize single battles, campaigns, scripting custom behaviours for a battle, adding new units and terrain models to the data set using the import tool, and many more additions!

The editor is accessible from the game launcher.

Take a look at the full changelog here below:

Version 1.1.1 Notes

Version 1.1.1

Map Editor Changes:
• Press ‘P’ key to toggle cursor terrain and coordinate display.
• Mouse over an object and hit PgUp/PgDn to cycle through the possible variations in model / texture.
• Better alignment of fences and walls when placing them in a row.
• Battle damage type objects (foxhole, gun pit, craters) cannot be created via the editor and no longer show up in the object list. May be implemented in the future.
• Fix for mods loading custom maps while using the stock campaign.
• Fixed missing default textures on dead cow objects.
• Fixed incorrect texture names in data file for low stone wall, low mud wall, high mud wall, and wreck objects.
• Fix for mouse handling when Scenario Editor screen is up.
• Fix for hang when mouse over exactly overlapping buildings.
• Fixes for texture loading and saving.


Content Creator Update
• Force Supply Level now updates correctly after each battle.
• Force Supply Level on Planning and Briefing screen now displays correct value.
• Fixed case where Kasserine Pass operation would not becoming available when it should.
• "PLAY " button only displays for Custom Battle or Saved Games lists if you have at least one item in the list.


• Multiplayer: Client now shows correct unit status icons for enemy in sight, firing, etc.
• Multiplayer: Unit action string now updated correctly on client during a co-op battle.
• Multiplayer: Queued orders are displayed correctly on the client.
• Multiplayer: Default Defend/Ambush order arcs appear correctly on the client.
• A unit's current order line/arcs are no longer displayed while unit is broken or routing.
• Tooltips added to the Soldier screen weapon, achievement, and medal icons.
• A battle map preview can now be accessed from the Force Selection screen (image in the upper left.)


• Fix for bridge not overwritting deep water terrain (Cerisy)
• Left click on a live soldier in soldier list centers camera on soldier.
• Fix for separated soldier failing to rejoin unit if unit aborted a movement order while soldier was separated.
• Game now allows a battle scenario to begin even if battle end conditions are already in effect.
• Vehicle kill chance and counter-kill chance now has more influence when choosing a default target.
• Soldier walking and crawling speeds now less effected by terrain and slope.
• Vehicle pathing and path-following updated.
• Vehicles will attempt to keep at least 1m distance from impassable terrain.
• Vehicles halt before entering impassable terrain and re-path as necessary.
• Drivers now follow unit movement path more closely.
• Drivers will adjust vehicle speed more precisely to avoid overshooting a turn.
• New game options to control Defend/Ambush arc display and behavior.
• Added the keybind "~" (the tilde key) to deselect all units. Remappable to ESC via OPTIONS.TXT.
• Fixed potential crash with current unit becoming unselected while queuing orders for that unit.
• Added 'Delete File' button on command screen to delete saved games and custom battles.
• Unsupported 'Fog' weather option no longer appears as a weather choice in the scenario editor.

Close Combat: The Bloody First updated to Version 1.0.6

Close Combat: The Bloody First has been updated to v1.00.06.

This update brings many improvements to the game:

• The FIRE order line now shows where line of sight is first obscured, where it becomes a blind shot, and where it becomes impossible to target;
• Soldier fatigue and morale levels now recover every time you start a new Operation;
• AI units with existing orders won't be given a new order unless their situation changes;
• Fix for possible crash when the last weapon in battery of artillery or mortar support fires;

and many more!

Have a look at the changelog below.

v1.00.06

• The FIRE order line now shows where line of sight is first obscured, where it becomes a blind shot, and where it becomes impossible to target.

• Warning icons and tooltips now indicate when a FIRE order has no line of sight, is partially obscured, is out of range, or is a hard shot due to range, limited visibility, or a hull down / partially visible target vehicle.

• Warning icons now appear in the UI screens to indicate when a unit is low on strength, morale, or ammo. Unit tooltips on the Force Selection screen include these warnings as well and indicate when a unit's main weapon is out of ammo.

• Exiting a saved game from the Debrief screen and reloading the save now returns to the Debrief Screen instead of the Planning Screen.

• Returning to the Planning Screen after having selecting your order choice will show only the order info for the order you selected.

• Cursor no longer moves itself when entering / deleting text in the saved game name field.

• Soldier fatigue and morale levels now recover every time you start a new Operation.

• Operations are no longer shown as 'Completed' on the saved game list unless they really are.

• Added better fallback handling for unusual deployment situations -- units should always be placed somewhere in player controlled territory at the start of a battle.

• Pathfinder no longer avoids stationary vehicles that are not visible to the player.

• AI recon units no longer repeatedly switch destinations while seeking contact.

• AI command units no longer move to rally distant units if there are units to be rallied where they are.

• An AI unit assigned to capture a VL won't keep trying to move toward the VL if it is engaging a target.

• AI units with existing orders won't be given a new order unless their situation changes.

• Fixed case where dynamic terrain damage objects could appear at 100x normal size.

• Fix for possible crash when the last weapon in battery of artillery or mortar support fires.

• Fix for possible crash when expending last use of Illumination support.

• Fix for host stuck on the save dialog starting a new multiplayer game after disconnecting from a previous game.

• Fix for case where soldiers / vehicles could spin in place after unit was given a Defend or Ambush order while the mouse was over the unit itself.

• Fixed case where machine gun weapon model was not visible until the gunner moved.

• Fix for Fire Support 'Area of Effect' ring not displaying if the fire support weapons weren't currently loaded.

• Units without a FIRE order from the player will not take blind shots unless at point blank range. They will indicated a 'BAD SHOT' instead.

• Units on DEFEND or AMBUSH will now fire at vehicles they can't penetrate if there is a reasonable chance of causing non-penetrating damage (tracks, gun hits, and crew hits from spalling.)

• Units ordered to FIRE at an enemy vehicle will now fire if there is any chance of penetrating target armor OR any chance of causing non-penetrating damage, even if those chances are low. If there is no chance of either the Fire order will fail with 'We can't hurt that.'

• Berserk soldiers will now charge toward the nearest uncontrolled VL if they have no spotted enemy to charge and they choose not to fire their weapon instead.

• Fixed bug where non-penetrating damage to vehicles was causing more crew hits than intended.

• Fixed bug where soldier could assault an unspotted enemy soldier if they were within 20m.

• Fixed a bug where reloading would deducted a full clip of ammo even when some of that ammo type was already loaded.

• Fixed an issue where a vehicle on steep terrain could still refuse to fire with a 'Steep Angle' state even when vehicle was angled in a way that would make the shot possible.

• Indirect fire weapons now check for vehicles without any turret top armor when evaluating kill chance.

• Vehicles in the open benefit much less from being camouflaged.

• Users with multiple user names in the system, or who log in using their email name, can now log in to the multiplayer Lobby.

Close Combat: The Bloody First has been officially updated to version 1.0.2

Close Combat: The Bloody First has been officially updated to version 1.0.2.

As stated previously, this version brings quite a few changes, including the frequently asked for free camera mode as well as further improvements to the accuracy model for vehicles and guns.


Changelog:

Version 1.0.2
• AI no longer causes brief pauses when trying to find a firing position from which to attack a player unit.
• New 'Free Camera' added to game options.
• Basic skybox and horizon plane added for those playing with lower camera angles.
• Unit icons and other in-battle UI updated for better display at lower camera angles.
• Rendering performce when showing ground clutter improved.
• Subsequent shot accuracy bonus increased for tank and anti-tank guns.
• A tank or anti-tank shot that hits the target vehicle automatically informs the gunner of the correct range.
• Very rapid click and double click on and off units can no longer cause a crash.
• Units disbanded as a result of the last battle before a campaign transition now carry forward normally.
• Unit custom names are no longer lost during a campaign transition when the main force converts to a new organization.
• Range factor rebalanced in unit exposure check to extend spotting ranges for most units when they are highly exposed.
• Unit exposure check now correctly handles one-way LOS with flares at night.
• Corrected LOS and targeting check for separated soldiers.
• Vehicles can no longer deploy inside buildings.

Version 1.0.1 Update

Hi everyone,

Close Combat: The Bloody First has been updated.
Version 1.0.1 fixes many bugs encountered, from fixing the crash/save file corruption, tanks accuracy in close range, the STEEP ANGLE ISSUE and more.

Please check the full changelog below


• Fix for crash / save file corruption that could occur after saving in a battle.
• Soldier name or portrait pic no longer changed incorrectly after saving in battle.
• Campaign no longer stops early when playing with a language other than English set.
• Fix for incorrect 'STEEP ANGLE' state with vehicles targeting another vehicle at very close range.
• German units no longer redeploy into original positions after first battle on Omaha Beach.
• Fixed missing string error when initiative changes during an Operation.
• Original order choice now shown correctly if you return to the Planning Screen.
• Original order choice now shown correctly if you return to the Planning Screen.
• Fixed Accuracy for tanks and guns in close range

IMPORTANT
ISSUES WITH SAVED GAMES CREATED UNDER VERSION 1.0.0
Several issues related to saved games have been addressed in the 1.0.1 update. For best results it is recommend that you start new games after installing the update. The game will attempt to restore and continue saved games that were effected by the earlier problems but may not be able to do so in all cases.

Close Combat: The Bloody First gets its Official Wiki Page

The Official Close Combat: The Bloody First Wiki is live and it is open to the contribution of everyone.

The Wiki includes detailed statistics for weapons, ammunition, vehicles, special teams, divisions, and many other important topics. Given the extreme amount of information the game features, this could be very helpful if you need to compare the different assets and see their general performances or against specific enemies.

Click here to reach the page and give your contribution.

See you on the battlefield, commanders.

Check The Manual

Did you know that Close Combat: The Bloody First has 115 pages of Manual?

Check it out now and find precious information about basic gameplay, key concepts (like coverage or units replacement during the Grand Campaign), Editor, and more.

The Manual has been added to the Steam Page dedicated section, you can download it from there. Or alternatively you can click on the link below



https://steamcdn-a.akamaihd.net/steam/apps/811880/manuals/Close_Combat_Bloody_First_Manual_EBOOK.pdf?t=1570174665

Important, The Manual is in PDF format only.

Close Combat: The Bloody First is being deployed

Following the German invasion of Poland, US forces started relocating their forces in preparation of possible operations in Europe.

As part of the partial mobilization, the 1st Infantry Division got more personnel and equipment, ready to be deployed for Operation Torch within the II Corps.

But Algeria and Tunisia were only the beginning. Soldiers previously unknown to each other became brothers, forged by the fire of dozens of battles.

After the fall of Tunisia was the turn of Sicily and then Normandy to get stormed.

The time to reverse the tide has come.



The Bloody First, the latest release in the critically-acclaimed Close Combat series, is out.

Take your chance to lead your men through a Grand Campaign covering three theatres, and watch them fight with tooth and nails against a variety of different enemies, from hardened veterans to kampfgruppen quickly gathered.



The new 3D Archon Engine has expanded the level of detail of the battlefields, making every position on the map critical and important.



Multiplayer has always been an acclaimed feature of the series and in The Bloody First this is truer than ever. Fight in bitter 1 vs 1 battles or team up in co-op against the AI to better coordinate your actions.



Do you want to see the game in action? Don’t miss our Twitch Stream today with DasTactic!