Close Assault, based on Sean O'Conner's "Firefight", and is Matrix Games innovative, fun, and exciting game of World War II Tactical Combat. Using a dual mode user interface, the game allows continuous-time action online or against the computer, or a user customizable "wego" turn length with simultaneous execution allowing play by email. The game portrays the battlefield in a top-down 2D mode using finely detailed, artistically rendered, hex less maps with dimensions up to 3000m per side. Individual tanks, guns and support units are represented in high resolution detail, with the individual men in the squads represented dynamically, so a wide variety of unit postures and degrees of dispersion can be represented. Units are organized into platoon and company sized organizations and players task organize teams under the command of their combat leaders to accomplish objectives. The game focuses on the battlefield impact of key Officers, NCO's or troopers who had decisive influence on achieving victory in the chaos of the battlefield. Role Play style features will allow players to track the careers of their Combat Leaders, their emergence from the chaos of the battlefield, developing reputations within and outside their formations. The flexibility and enhanced capabilities a players Close Assault allow in performance and deviation from ordered routes of advance to "phase line" style objectives elegantly represents command and control and initiative advantages and disadvantages.
Highly accurate combat models depict battle results with unprecedented detail. Artillery employment using call for fire procedures employing spotting rounds, or a variety of pre-planned or "uncle target" bombardment options. Simple but elegant command, control, and communications that reward players for good tactical planning and ease the burden of commanding large numbers of units through a flexible system of conditional “Standing Orders” and objective planning options. A wide variety of unit stances and orders, including player configurable options for setting ambushes, bore sighting and fire lanes, over watch areas, rules of engagement, and responses to enemy action. Detailed terrain modeling including accurate depiction of slopes, multistory buildings, bridge restrictions and construction, hull and turret down positioning, and tunnels and sewers. Scenarios providing a full range from quick play reinforced platoon level to full Battalion Combat Teams, with formation integrity rules to avoid every fight going to the "last man". A campaign system using “point to point” style movement of platoon and company sized units on a much larger battlefield, with automatic scenario generation when enemy units occupy the same point or meeting along a path between them