As previously announced we would release an update to fix reported bugs found in Scheldt mod version 1.0. Scheldt mod v1.1.2 is a small update over version 1.0. It addresses some minor issues in graphics and data.
* Assault fire off for bolt action rifles, squad MG's and PzFausts.
* Weapons - minimum distances decreased.
* Minor changes in spelling and denomination.
* Minor changes in teams and soldiers.
* Command teams - Highest rank in infantry command teams is now Leader.
* Some guns coded to be bigger.
* Some changes in elements file.
* Soldier styles amended.
* Soldier Ranks amended.
* Allied star has been changed to Canadian Maple Leaf.
* Height numbers added to several church towers.
* Revision of certain dike heights.
* Trees on Putte fixed.
* Several mistakes in map elements fixed.
* StuG IV image fixed.
* Not fixed - turret misalignment and perhaps some other things.
Furthermore we would like to make two other announcements. The revival of the Ortona '43 mod for CC5. As some of you might know PT commenced work on the Ortona '43 mod years ago. He shared images of his beautifully drawn maps with us as far back as 2005 and has kept us wanting to play this mod since. However there had not been any news about its progress for years. Several months before the Scheldt mod was finished Buck Compton contacted PT about the status of the mod. When it turned out that real life obligations would not allow PT to finish the mod we proposed to finish it for him and he agreed. Nearly all maps had been drawn (one map has been done by Buck) so that most of the work will be in coding, stratmap, the roof files and data. We expect to finish it this year.
At the same time we have commenced another project, a mod for Close Combat The Longest Day. Thinking about which theatre of operations would be interesting for a mod we realized that there were hardly any mods dealing with battles on German soil. We again looked close to home and went for a Battle of the Rhineland mod. More specifically operations Blockbuster, Veritable and Grenade. Given the size and shape of the area we decided that the CC TLD stratmap was what we needed. We have a firm idea of what this mod should look like but have not made any definite decisions about which areas to include. This is definitely going to be a 64-map mod with a variety of nations and units. ETA: ask again in 3 years!
This rule was first brought forth in 2002 by ActionJackson. The VL or Deploy rule intends to restrict deployment for both sides to areas that are connected by a Victory Location. For example, after a battle there may be a patchwork of small deployment areas far behind enemy lines. If these small patches are not connected to a Victory Location, you may not deploy troops to them. Deployment zones that are connected diagonally to a Victory Location are also considered out of bounds. The Victory Location rule must agreed to prior to starting a Grand Campaign or Operation. Only though mutual agreement can this rule be changed after the game has progressed. I have added some Photoshopped examples to demonstrate where you can and cannot deploy troops when you use the VL rule.
The Battle of the Scheldt mod for Close Combat Invasion Normandy attempts to recreate the World War 2 battle for the Scheldt estuary which is the seaway from the North Sea to the port of Antwerp, Belgium. This battle took place in October and November of 1944 in the aftermath of the Market Garden offensive. While Market Garden was a partial success for the Allied forces it left the High Command with a thus far underestimated problem: quenching the supply thirsty Allied forces. Finally it was recognized that the supply lines to the front were too long to keep the offensive going. The Canadian First Army was ordered to clear both sides of the Scheldt estuary of the German defenders.
The Battle of the Scheldt mod was started back in 2004. At the time Buck_Compton was to mod making as he was to the military on his first day: clueless, overwhelmed and lost. With help of Close Combat community members he has come a long way since. The final result is impressive with an all new strategic map and 44 maps created from scratch. All maps were hand drawn after aerial reconnaissance photographs of the actual battlefields.
Buck_Compton would like to thank in particular: JimRM2 for putting up with his endless list of questions and for the beautifully drawn sea water, Tejszd, Atilla for their help on so many things, Manoi and Dodam for their gorgeous Photoshop textures and their help on Photoshop, Norden for his unparalleled German bunker drawings, plus a variety of other textures, PT for advice and critique on mapmaking, Mopa for vintage photos of Canadian troops, CCS and MOOXE for hosting the download files and the dedicated forum, 7A Clan for play testing and Pete for comments on the map designs, unit and data research, game data (with Dima’s TRSM as starting point), play testing, mental support and so on. Furthermore we would both like to thank anyone else who has offered any sort of help and the CCS forum members for their interest in the mod.
Gold Juno Sword is the most popular mod ever created, its also the most modded mod. The GJS Grand Campaign is one of the finest battles you can play. There are essential maps to hold at all costs and elite Battlegroups from each side to fear. Whats make this battle so great is how elite units stack up to superiour numbers. This Grand Campaign is about who can last the longest, who saved the right units to smash the weak defensive lines during the last week of the campaign and who is making the most informed decisions on when and from what direction to attack.
My strategy as Germans, is pull back from the beach away from the naval barrages and form a two deep (minimum) defensive line. I also do this because fighting on the beaches with weak units is futile. Done right, your defensive line can hold for weeks. If you lose it, the Allies get an even bigger headstart than you intended on giving them.
Lets get some imput from the finest players in town, how do you win, what do you take advantage of or what is your Achilles’ heel of GJS? If you have a killer strategy thats been working for you time and time again, or seen a horrible strategy thats easy to beat.. tell us all about it!
In August of 2004, Zappi, Homba, Bambam887, RedScorpion and MOOXE all pitched
in to create this Close Combat site. I would to thank all the people who have visited
and found this site to thier liking. I hope you had time to check out some
of the great Close Combat mods and our forums. I'd also like to thank
all the members of our volunteer staff that have helped over
the years, and all our users that contributed to this site!
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