Subject: Fw: CC5 review James Dusek wrote in message ... In CCV Atomic goes back to the beach with Invasion Normandy. Actually, it's just Utah Beach, not the whole campaign. They continue with the same structure as CCIV, except naval gunfire is added to the support menu for the Americans. While built on a solid foundation, the current CC series has suffered from a number of flaws that has not been addressed. The good. With the confined Hedgrow terrain of Normandy, infantry becomes more inportant than tanks. In the dence terrain, tanks without infantry support soon become burning wrecks. I've seen a tank surge forward to attack an infantry squad, only to realise too late that a group of assult engineers were laying in wait for it. Result roasted tanker. This is a refreshing change from the last few CC games were tanks ruled the battlefield. The key in CC5 is to use your tanks more as support weapons, bringing them up to shoot at enemy strong points from a distance. Infantry is king in the dence hedgeroves, but they are extreamly vunerable to the lethal weapons of modern combat. Keeping your infantry behind good cover is the only way to keep most of them alive. Moving across open ground will result in a heavily decimated team fleeing to the rear. Even behind cover, a team facing vastly superior firepower will start to take casulities. One must have teams support each other, so when one comes under fire, the other can assist and help suppress the enemy team(s). Unfortuantly CC5 has a few flaws. The computer AI suffers from a bad case of "ant-in-the-pants" syndrome. It cannot sit still, and it suffers greatly as it'll leave good defensive terrain and do increadibly stupid things like move out in the open. I saw the computer moving a mass of infantry, with tank support through a narrow crossroads when the computer informed me that my naval support was available. Humm, where should I put the fire down at? BLAM BLAM BLAM BLAM (x4) 80% of the enemy troops were ripped to shreds. At other times, the computer will leave very good defensive terrain to take a victory location, before all of my forces were supressed, resulting in heavy losses on it's side. Fortuantly tanks are not plentiful on the battlefield, becasue the drivers still have not learned that drinking and driving a tank on a battlefield does not lead to a long and healty life. It appears that they believe that they can take a movement order as being open to interpation as to what is the best way to get to that location. Even the simplest of movement orders can result in the tank moving in a drunken path to the location. The stragetic screen isn't crammed anymore onto one unscrollable map, it feels like a much larger area than the previous stragetic screen in the Buldge game. Only allowing one combat group to occupy a zone at any given time is the next item they need to work on. This becomes a problem when someone wants to exchange the combat groups, move one back, and the one behind into it's spot. The game forces to second group to start at the map edge of the direction they came in on, they cannot occupy the territory that the group they are exchanging with held. On the plus side, neither can the Germans, so this forces a meeting type engagement. Overall CC5 is a pretty good game. Not as great as CC1 was when it was released, but not as bad as some people have claimed. This game is great aginst another human player. James Dusek