Art Of Combat - Anzio 44 - New Title Under Development
Apr 21, 2016 13:32:50 GMT 1
Grot, Ronson, and 2 more like this
Post by Deleted on Apr 21, 2016 13:32:50 GMT 1
Forwarding an update about a game that has my great interest:
Hi Guys,
As many of you know Tackom Ltd is developing a brand new tactical
Simulation. The Simulation is infantry centric. We are aiming to build the
most realistic squad based game possible. The psych model will very
accurately model all states of a soldier at war, in far more detail than
has ever been done before. The team are industry veterans, who have worked
on CoD, Ghost Recon, for Talonsoft, Atomic, Microsoft, Matrix Games and
many others.
Its been a busy 6-7 months of development with much happening. You are
signed up to CSO for updates, if you don't wish updates, please let us
know.
When thinking of the Art of Combat [AoC] You have to imagine 2 distinct
layer/levels to the game. Both affect the other. This level, the level
above Strategic/Operational] has all the zones of Anzio marked out, both
for the allies attacking and the Germans defending. Both sides have supply,
intel, air, etc etc. They also have BGs they move that get resupplied and
that you can change around. Ie Pull up a menu, which allows changing the
makeup of a battlegroup, support, inf, armour etc. [If you have resupply,
it not been cut by the enemy] This layer allows YOU to decide how to attack
at Anzio, where to attack, where to build up forces [Multilple BGs etc] for
attacks, whee to risk a thin defence or lay a trap. You battlegroups are
made up of 18 squads. By moving these onto other zones you attach or
defend, or simply advance or retreat. The reason for this is to allow you
the player to decide how the campaign takes shape.
When you hit next, after deploying your forces [BGs] using movement points,
intel etc, you find out where you have hit the enemy or if already in
contact you push more Bgs in or retreat as you moved. Once you know where
battles are occuring, you drop down to each zone [1 at a time] to fight
that battle on that zone. Each zone on Strat map has a Battlemap below it
to fight on] So you are essentially getting to full levels of game play
that interact. The icons in the Strat maps above represent a BG. See the
attached screen for sample GUI, this is what you will be shown when you
click on a BG. The Squads and units that make up the BG.
Theatre - Anzio
• Unlike all previous games THE TACTICAL ART OF COMBAT will cover different
eras covering most of the 20th century: WWI, WWII, Korean War, Vietnam,
Iraq in different future iterations of the title.• Force selection between
battles• Simplicity of use
• Reinforcements in battle
• Stacking Units
• Real Attacks on Op Layer / Real Counter Attacks
• Intuitive Interface – GUI
• Realistic Battlefield simulation
• Improved AI on both SAI/TAI
• Multiplayer (up to 5-10 per side) [Provisional]
• Civilians – Asymmetric Warfare [WW2 Partisans]
• Larger Strategic Area allowing real movement
• Top Down & Isometric Camera View [Options]
• Zoomed Views allowing for accurate height judgement [Options]
• Scalable Soldier Size
• Role playing aspect. [Medals / Promotions etc]
• Tracers and canon fire in game.
• Totally accurate cover and conceal in very detailed terrain
• Persistent world damage
• Community and Steam based Modding with in game modding interface.
• Unit Stacking on Strat Map
• Triggers [Booby Traps/Mines/Insurgents/Partisans]
• Pre-deployment of pill-boxes, sandbagged mg/mortar positions.
• Importing of Real World Map data [Mission Planning for Military]
• Options for most things, camera angle, game speed, historical, random,
importing own map data, importing unit data, changing units loadout,
• Strat map supports, supply, logistics, harbours, railroads, docks,
airfields, bridges, Minefields, commands, roads, cutting supply,
communications to artillery, air support, Military Manoeuvre, flanking etc
• Night movement? [Almost a must for Germans!]
• Realistic Water – River Crossings Etc
• Command HQ has radius and effect on Strat Map
• Possible Modular AI
PREVIEW ON WARGAMER:
www.wargamer.com/news/the-tactical-art-of-combat-the-next-catch-all-combat-king/
How close do you like your combat? Perhaps measured at the Atomic level?
That's what the newly marshaled Tackom studio are asking with their
upcoming effort, The Tactical Art of Combat. Set to be the true successor
to Atomic's revered franchise of the past, The Tactical Art of Combat is
taking the fidelity of Close Combat and stirring in lashings of larger
scale grognardian fare like the Theater of War series and Graviteam
Tactics. The type of game that can model bullet penetration and dented
track-skirts as well as it can accommodate operational shunting.
Heady stuff. It's a noble cause, and certainly one serviced by few. The
ambition would be a lot more worrying, had I not taken a peek at the Tackom
record. Assembled is a seasoned clutch of developers, of whose collective
pedigree can list Korsun Pocket, War in the Pacific, the Scourge of War
series and Tin Soldiers as prior experience; names like Matrix Games,
TalonSoft, Ubisoft and Treyarch bounce around the resume cache.
Follow Link for Full Preview:
Facebook Page:
www.facebook.com/ArtofCombatSeries/
Art of Combat Forums:
www.tacticalartofcombat.com/ARTCOM/portal.php
Art of Combat on Twitter:
twitter.com/ArtofCombat_AOC
Art of Combat Facebook Group:
www.facebook.com/groups/1517441801904771/
Tackom Ltd - Development Company:
www.tackom.com/
Hi Guys,
As many of you know Tackom Ltd is developing a brand new tactical
Simulation. The Simulation is infantry centric. We are aiming to build the
most realistic squad based game possible. The psych model will very
accurately model all states of a soldier at war, in far more detail than
has ever been done before. The team are industry veterans, who have worked
on CoD, Ghost Recon, for Talonsoft, Atomic, Microsoft, Matrix Games and
many others.
Its been a busy 6-7 months of development with much happening. You are
signed up to CSO for updates, if you don't wish updates, please let us
know.
When thinking of the Art of Combat [AoC] You have to imagine 2 distinct
layer/levels to the game. Both affect the other. This level, the level
above Strategic/Operational] has all the zones of Anzio marked out, both
for the allies attacking and the Germans defending. Both sides have supply,
intel, air, etc etc. They also have BGs they move that get resupplied and
that you can change around. Ie Pull up a menu, which allows changing the
makeup of a battlegroup, support, inf, armour etc. [If you have resupply,
it not been cut by the enemy] This layer allows YOU to decide how to attack
at Anzio, where to attack, where to build up forces [Multilple BGs etc] for
attacks, whee to risk a thin defence or lay a trap. You battlegroups are
made up of 18 squads. By moving these onto other zones you attach or
defend, or simply advance or retreat. The reason for this is to allow you
the player to decide how the campaign takes shape.
When you hit next, after deploying your forces [BGs] using movement points,
intel etc, you find out where you have hit the enemy or if already in
contact you push more Bgs in or retreat as you moved. Once you know where
battles are occuring, you drop down to each zone [1 at a time] to fight
that battle on that zone. Each zone on Strat map has a Battlemap below it
to fight on] So you are essentially getting to full levels of game play
that interact. The icons in the Strat maps above represent a BG. See the
attached screen for sample GUI, this is what you will be shown when you
click on a BG. The Squads and units that make up the BG.
Theatre - Anzio
• Unlike all previous games THE TACTICAL ART OF COMBAT will cover different
eras covering most of the 20th century: WWI, WWII, Korean War, Vietnam,
Iraq in different future iterations of the title.• Force selection between
battles• Simplicity of use
• Reinforcements in battle
• Stacking Units
• Real Attacks on Op Layer / Real Counter Attacks
• Intuitive Interface – GUI
• Realistic Battlefield simulation
• Improved AI on both SAI/TAI
• Multiplayer (up to 5-10 per side) [Provisional]
• Civilians – Asymmetric Warfare [WW2 Partisans]
• Larger Strategic Area allowing real movement
• Top Down & Isometric Camera View [Options]
• Zoomed Views allowing for accurate height judgement [Options]
• Scalable Soldier Size
• Role playing aspect. [Medals / Promotions etc]
• Tracers and canon fire in game.
• Totally accurate cover and conceal in very detailed terrain
• Persistent world damage
• Community and Steam based Modding with in game modding interface.
• Unit Stacking on Strat Map
• Triggers [Booby Traps/Mines/Insurgents/Partisans]
• Pre-deployment of pill-boxes, sandbagged mg/mortar positions.
• Importing of Real World Map data [Mission Planning for Military]
• Options for most things, camera angle, game speed, historical, random,
importing own map data, importing unit data, changing units loadout,
• Strat map supports, supply, logistics, harbours, railroads, docks,
airfields, bridges, Minefields, commands, roads, cutting supply,
communications to artillery, air support, Military Manoeuvre, flanking etc
• Night movement? [Almost a must for Germans!]
• Realistic Water – River Crossings Etc
• Command HQ has radius and effect on Strat Map
• Possible Modular AI
PREVIEW ON WARGAMER:
www.wargamer.com/news/the-tactical-art-of-combat-the-next-catch-all-combat-king/
How close do you like your combat? Perhaps measured at the Atomic level?
That's what the newly marshaled Tackom studio are asking with their
upcoming effort, The Tactical Art of Combat. Set to be the true successor
to Atomic's revered franchise of the past, The Tactical Art of Combat is
taking the fidelity of Close Combat and stirring in lashings of larger
scale grognardian fare like the Theater of War series and Graviteam
Tactics. The type of game that can model bullet penetration and dented
track-skirts as well as it can accommodate operational shunting.
Heady stuff. It's a noble cause, and certainly one serviced by few. The
ambition would be a lot more worrying, had I not taken a peek at the Tackom
record. Assembled is a seasoned clutch of developers, of whose collective
pedigree can list Korsun Pocket, War in the Pacific, the Scourge of War
series and Tin Soldiers as prior experience; names like Matrix Games,
TalonSoft, Ubisoft and Treyarch bounce around the resume cache.
Follow Link for Full Preview:
Facebook Page:
www.facebook.com/ArtofCombatSeries/
Art of Combat Forums:
www.tacticalartofcombat.com/ARTCOM/portal.php
Art of Combat on Twitter:
twitter.com/ArtofCombat_AOC
Art of Combat Facebook Group:
www.facebook.com/groups/1517441801904771/
Tackom Ltd - Development Company:
www.tackom.com/