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1. Vehicles are often vital to overall force cohesion Soft skinned or light vehicles should be protected from enemy fire accordingly during battle Keep in mind that vehicles have a hard time spotting enemy infantry especially in close terrain Also that moving vehicles may be spotted by the assumed noise they make even when the enemy doesn t have LOS to the vehicle Surviving vehicle crew will abandon badly damaged or destroyed vehicles The bailed out crew will hide in the best available cover in the vicinity of its damaged vehicle The crew will assume Ambush posture and engage approaching enemy units Players can issue orders only to surviving command vehicle crews Other crews act only on their own initiative As in real life Marines are the heart and soul of CCM The Close Combat game system uses a ground breaking model that tracks individual Marine psychology intellect experience leadership and physical status throughout the battle CCM Marines will not always instantly and robotically follow a player s every order The Marines will often react to game events in a manner similar to the way real Marines react in combat Take care of your CCM Marines so they can attain of the mission objectives Winning victory but losing 3 KIA and having 5 good men incapacitated is not often the best result possible Continued on next page 52 Forces Continued Marines continued The Marine Monitor provides the most detailed informati
2. 2 4 S 2 5 1 CiSETOMEAT 1 ee es Dirk pm smj badj fee eee cles ie ere a a na rarm pel al O Beiber ee be abie ki p pane mm i oo a bims Tanpi tees al ee ee gall z oe S EE E Gann p ME Ea E E E i ig el ed Vel Gd A f iT akin Fa F L F a ARD NOM N ins Yi ul m 4 ra a i 1 In the Deployment Screen the player sees the unit deployment mode information window Click anywhere on the Deployment Screen to close this window 2 The player s deployment zone is indicated by the non shaded portions of the battle map 3 Neutral territory and Enemy deployment zones are indicated by the shaded portions of the battle map 4 The player can reposition or issue pre battle orders to his units on the Deployment Screen e Left click and drag units anywhere in the deployment zone to reposition them prior to battle The shadow of the team being repositioned remains in place outlined in yellow while a single soldier or vehicle Shadow is being dragged under the cursor When the cursor is in the desired position release the left mouse button to relocate the team e Movement fire dig in and mount orders can be issued to units on the Deployment Screen Units will execute the player s commands when the battle starts The default status for units is Ambush and remains so until the player issues that team a different order e n some scenarios the player may have a lighted Ar
3. CLOSE COMBAT MARINES Tactical Decision making Simulation USER MANUAL N Training Command Training and Education Command MCCDC Ground Training Branch Setting the Standards for Marine Corps Training This page intentionally left blank Table of Contents Subject Main Screen Command Screen Battlegroup Screen Deployment Screen Battle Screen situational Awareness Orders Menu Command And Morale Battle Map Forces Endex scenario Editor Multi Player Page 12 15 16 28 45 41 52 54 Of 68 This page intentionally left blank Main Screen Starting the Double click the Close Combat Marines desktop icon or click the START button followed by Programs and then Close Combat Marines TDS to launch the game Click through the preliminary logo and splash screens NOTICE Distribution Statement E fHmlhwihen bethorined te DEE mlliitery dallas ded supii parton for Elit Combi Marheci Preprigianp Nigron etermined in Asatenbear Lae Trade Secreta ATE 18 St IPFON Beare Gey Pepe le PPS ee her regasla shall he peherred tm PHTRAS TS Sclence amp Technology IZ350 Research Parkway The Fer The Proud The Marines Orlands FL 31076 3224 Advance to the main screen Continued on next page Main Screen Continued Main 4 CLOSE COMBAT MARINES OFT LONS Arrow 1 Click the Boot Camp panel to open an interactive tutorial on playing Boot Camp o Panel Boo
4. MARINE a OPFOR 1h q ALI WPRORT TYPE AVAILABLE ETAF SK n Ter a eee ae jie X E i c i MAP INFO f Y LOCATIONS DEPLOYMENT The EDIT OP ORDER button opens a window where the operation order for the engagement being edited is written The Op Order is displayed on the Briefing Screen during play Good engagements require a well written detailed Op Order Clicking the BACK button returns the player to the Main Screen Clicking the NEXT button advances the Map Info Screen to the Force Mix Screen Continued on next page 66 Scenario Editor Continued WC CLOSE COMBAT MARINES Force Mix MARINES Wt oe A LOCK FORCE MIX 4 Hay DURING GAMEPLAY FION 1 The Force Mix Screen is almost identical to the Battlegroup Screen C except there are three additional functions on the Force Mix Screen 1 The LOCK FORCE MIX checkbox determines whether players can customize their battlegroup TO amp E or whether the engagement must be played only with the units specified in the CCM Game Editor when the engagement was created 2 The MARINES PLATOON 1 2 3 checkboxes determine which teams are added to which US platoon battlegroups For example when box 3 is checked the Force Mix Screen displays the roster of 15 available battlegroup slots for the USMC 3 platoon 3 The OPFOR PLATOON 1 2 3 checkboxes determine which teams are added to which US platoon battlegroups For e
5. Moving on a road is faster than moving cross country but roads being flat and open offer little in the way of concealment or cover to teams using them Roads may be either paved or dirt Continued on next page 50 Battle Map Continued KOCOA continued Several CCM battle maps feature snow terrain Snow offers little concealment or cover and slows units that move across it Vehicles in particular tend to become bogged down Infantry teams become fatigued more easily in snow than they would if the same terrain were without snow Infantry teams that occupy snow terrain can be issued Dig In orders Flammable is a type of terrain that is explosive when weapons fire especially high explosives impacts in close proximity Flammable terrain can only be detected by right clicking on the battle map Units should avoid occupying locations near this type of terrain Enemy units in or around flammable terrain can be effectively damaged by firing at that terrain Flammable terrain can be neutralized by detonating it with weapon fire prior to locating friendly units nearby 51 Forces Vehicles Marines Vehicles are sometimes difficult to maneuver Wheeled vehicles may not be able to navigate the same terrain as tracked vehicles Players employing vehicles within their force should pay close attention to vehicle performance and may need to adjust a vehicle s action and order status frequently to achieve that team s objectives
6. Continued Establishing Waypoints Fire Command WAYPOINTS are multiple movement orders created by selecting the team issuing the team a movement order and holding down the Shift key while clicking on the battle map to set intermediate checkpoints and a final destination The team then moves to its destination by way of the sequential points Once issued any of the waypoint dots can be clicked and dragged to adjust their positions and alter the moving team s path A maximum of 20 waypoints may be plotted when issuing a movement order The FIRE order is represented by a green and or red line stretching from the selected team being issued the order to an invisible cursor The colored number at the end of the Fire line measures the distance in meters from the team to that point on the map A black distance number indicates the range is either within the minimum safe range or beyond maximum weapon range A yellow distance number indicates the target is outside effective range and the weapon performance of the firing team will be decreased Scroll the mouse and left click to place a red direct Fire dot on an enemy unit or orange area Fire dot on a map location to make a unit or area of the map the firing team s target Continued on next page 35 Orders Menu Continued Fire Command continued U Eire Fm phe When the end of a Fire line is placed over an AP or AT target the invisible cursor becomes a color coded target
7. IP address If repeated Search attempts fail to display the HOST selected engagement in the first slot of the game roster window Host Handle Scenario Name the JOINER player s should attempt to contact the HOST to see if he is experiencing any problems If repeated attempts to establish a multiplayer CCM internet connection should fail then the players should re examine their firewall router or proxy server settings Instant messaging IM programs such as MSN Messenger ICQ and AIM facilitate communication and coordination between players It is usually necessary that all players use the same IM program In addition to online networking resources such as those linked above players experiencing difficulty establishing multiplayer CCM connections can use the Windows ping and tracert command line utilities to verify the communication status of the internet connection A large number of hops packet loss millisecond ms values above 750 and Request Timed Out responses indicate internet connection problems with the intermediate internet servers and routers between HOST and JOINERS lcrosaft Windaws APF Wersion 5 1 27688 CC Copyright 1985 2081 Microsoft Corp GESWINDOWS sping 171 167 8 1 Pinging 131 107 8 1 with 32 bytes of data y Feom LIL LA 8 0 rly From 131 107 8 a 8 1 pa pa Li bytes 32 tineewlifims TTL 242 li bytes 32 tincwIhtms TTL242 L i bytez 32 tine lhfes TTL 242 lL byter 32 t
8. MAP OPFOR SESESS SS as Dress E hes hes entered the Batte Group screen Up to 15 teams may be assigned to each player s Battle Group BG Teams in a BG occupy one slot on the Battlegroup Screen The team information in each BG slot consists of Team Type Fire Team Med MG Tm etc the number of soldiers on that team indicated by the green health head icons and the team s optional identification A11 A41 etc To display more information on about a team on the Battlegroup Screen click within its slot area to select that team CCM engagement scenarios are created with a Force Mix of additional teams either locked and unavailable or unlocked and available in the Battlegroup Screen If the scenario was created with a locked Force Mix option in the CCM Game Editor then the Force Mix window on the left side of the screen will be empty If the scenario s Force Mix option is unlocked then two rosters of additional teams will be displayed in the window and available for requisition into the player s BG To add a team type from the Force Mix to a BG double click on the team type name in the Force Mix roster To delete a team from the BG double click within its BG slot area Continued on next page Battlegroup Screen Continued Arrow 3 Infantry Armor Arrow 4 Team Information Arrow 5 Weapons MARINES BATTLEGROUP om a C HernrerKilloe Te Rifle Tm C Rifle Sed o
9. MARINE as m After entering the Multiplayer Screen the HOST waits for the Sub net auto search Searching for available games to run Auto search for a LAN game occurs every time a player enters the Multiplayer Screen When the auto search has completed the Host player clicks the HOST button The HOST button then changes color from gray to red and the voice cue Waiting For Connection will be heard The selected engagement name is displayed The HOST player s screen name is displayed at in red the top of the player roster The HOST player s IP address is displayed Two IP addresses are displayed when the HOST player s computer is behind a router The first IP is the HOST computer s local IP address The second IP is the external address JOINER players SEARCH for to establish a multiplayer CCM internet connection Continued on next page 71 Multi Player Continued z V CLOSE COMBAT MARINES MULTIPLAYER Joiner i HOST HANDLE SCENARIO NAME HOST JOIN DISCONNECT READY CMOR Enter Hosl s IP Adckess Leave blank to seach subnal 5 z gt m SEARCH lt S 1E Subnet 1 After entering the Multiplayer Screen the Joiner Player s wait for the LAN auto search Searching for available games to run Again auto search for a LAN game occurs every time the player enters the Multiplayer Screen When the auto search has completed the JOINER play
10. The Marine Monitor displays information about the Marines in the selected friendly unit Each soldier within the team has a slot of data on the Marine Monitor __ Cressey Eee e The top row of data includes the Marine s name function and physical Status e The bottom row of Marine Monitor data displays the Marine s action morale status weapon icon ammo type and amount of ammo remaining All of this data except for the Marine name is dynamic and is constantly updated during battle e When the player selects an infantry team by left or right clicking on one of its Marines all of the selected team s Marines are outlined in yellow and the individual Marine sprite that was specifically selected is highlighted with a yellow box Additionally the selected Marine s data slot is outlined in yellow on the Marine Monitor and his corresponding health head is underlined in the team Status area on the Battle toolbar DEFENDING AP m GOODTEAM AT G fill 4 Continued on next page 17 Situational Awareness Continued Arrow 2 Marine Monitor continued When the player selects a vehicle by left or right clicking on that unit the selected vehicle is highlighted by a yellow selection box The interior yellow box is centered over the vehicle leader s position Continued on next page 18 Situational Awareness Continued Arrow 3 Team Monitor The Team Monitor is displayed b
11. arranged or after connecting decided by the players using CHAT One player on each force must be chosen as the CMDR commander The HOST player must be one of the two player CMDRs To change his initial force assignment the HOST must click off his CMDR check click off the force icon click in the opposing force icon then click the CMDR check back on Changes to JOINER player force assignments are made similarly a JOINER player s force icon and CMDR check must be clicked off before changes to those can be made When the agreed upon player force assignments have been made players click the READY button A player s ready status is indicated by the change in the color of his player name from red to green When all players are ready indicated by green player names the HOST player s NEXT button will light When the HOST clicks NEXT the CCM multiplayer group advances to the Battlegroup screen JOINERS see the progress bar Receiving Game Data Continued on next page 79 Multi Player Continued Host Assigns Positions continued NOTE Platoons 1 2 and 3 on the USMC and Opfor forces are assigned to players in the order in which they connected and their player names appear on the player roster The HOST will always be assigned to the 1 Platoon in the USMC or Opfor force If the first JOINER is on the force the HOST that JOINER will be automatically assigned to the 1 Platoon in that force If the fir
12. button returns the player to the Main Screen Arrow 9 The NEXT button advances the Map Selection Screen to the Map Info Next Screen 60 Continued on next page Scenario Editor Continued MAP INFO Ff Map Info P VICTORY LOCATIONS MARINE DEPLOYMENT W NEUTRAL DEPLOYMENT OPFOR DEPLOY MENT __ LANDMARK LABLES PLATOON 2 a MARINE ji N CALL SUPPORT TYPE VAILABLE START TA lt O gt 0 Jo hH Gor 7 AmOoRO vO Aeon gt ee i a lt Pre Planned Artillery Arrow 1 Click the selector button to choose between specifying various locations on the battle map Except for Neutral Deployment each type of location that can be specified on the battle map is represented by a different symbol When the Victory Location option is selected those locations are clicked one at a time onto the map When a Victory Location has been specified it appears as an empty red outline around a single square on the map grid When the Marine Deployment option is selected the USMC deployment zones are specified by either clicking a single square on the map grid or clicking and dragging to specify multiple deployments zones Continued on next page 6l Scenario Editor Continued Arrow 1 continued When the Marine Deployment zones have been specified on the map they are represented by a blue square with a white numeral on a black background The numeral indicates which of the 3 possible USMC pl
13. checkip org that will display the user s current external IP address Additionally there are freeware applications such as Get My IP Address and IP Address Monster that will display the user s external IP address e One of the easiest ways for the HOST player to determine his current external IP address is to start CCM click the Multiplayer button on the Command Screen then click the HOST button on the Multiplayer Screen The Host s IP address will then be displayed in the lower left of the screen to the right of the Search button e tis important fora HOST player who accesses the Internet via a LAN from behind a router or through a proxy server to provide the JOINER players with his external gateway IP address In such cases when the HOST uses the CCM Multiplayer Screen to determine his IP address there will often be two IP addresses shown the local IP address followed by the external or gateway IP address It is the HOST external gateway IP address that must be provided to JOINER players Continued on next page 68 Multi Player Continued Firewalls Start Options Continue Firewalls Routers Proxy Servers and Virtual Private Networks can interfere with multiplayer CCM internet connections Refer to the corresponding user manuals for these types of hardware and software if you are experiencing difficulty establishing multiplayer CCM internet connections Websites such as HomeNetHelp com offer further guidance in und
14. reticule The color of the reticule indicates the chance that a shot fired by the team would kill the target These color coded kill percentages are as follows e Green 100 60 e Yellow 59 30 e Red 29 10 Black 9 0 Continued on next page 36 Orders Menu Continued Line Sight The color of the Fire line indicates whether the team has Line Of Sight LOS to that target or point on the map A bright green Fire line signifies the team has a clear LOS and its fire won t be affected A dark green Fire line signifies the team s LOS is hindered by an intervening obstruction and its fire will be adversely affected A hindered Fire LOS line means that any fire by the team will be calculated as area rather than direct fire A red Fire line indicates the team s LOS is completely obstructed and teams other than indirect fire mortar units will not be responding to a Fire order where LOS is blocked If this is the case then a white distance number is displayed along the Fire line measuring the distance from the team to the LOS obstruction Continued on next page 37 Orders Menu Continued Smoke The SMOKE order creates a man made LOS hindrance Enemy units observed through Smoke are harder to detect and if detected impossible to target directly Smoke has approximately the same effect on spotting and firing that a partial obstruction by foliage causes direct fire at a target obscured by smoke is resolved as area fi
15. team s Marines in yellow e places a yellow selection box on a vehicle e shows the team name in blinking green and white text above the team e displays the team s data in the team status area on the battle toolbar e displays the team s Marine data in the Marine Monitor when it s enabled Double clicking on a Team Monitor slot or clicking a second time on a previously selected slot does all of the above and centers the Battle screen on that team as well Players may left or right click and double click on Team Monitor slots to select a team and center the battle map on that team Pointing the cursor to a team Monitor slot outlines the corresponding team s soldier sprites in white flashes the team name in alternating green and white text above the team on the battle map and displays that team s data within the team status area on the battle toolbar If the team being pointed at on the Team Monitor is a vehicle it isn t outlined in white but its team name will flash in alternating green and white text on the battle map Continued on next page 20 Situational Awareness Continued Arrow 4 Message Monitor The minimized Message Monitor on the battle toolbar displays text information about actions taking place on the battle map The last message received is displayed on the bottom Message Monitor slot M1038 The Message Monitor can be expanded to show the preceding three messages along with
16. the Team Monitor by either e clicking on the TEAM button on the Battle toolbar e clicking the scroll arrow to the right of the Message Monitor e using the F5 keyboard shortcut eor selecting the Display Team Data checkbox under the Game Play tab on the Options Menu Left or right clicking on an individual message e selects the team referred to by the message e highlights the team with yellow Marine outlines or e highlights a vehicle with a yellow selection box e flashes the selected team s name in alternating green and white text on the battle map ecenters the Battle Screen on the selected team Continued on next page 21 Situational Awareness Continued Arrow 5 Battle Toolbar The Battle toolbar is always available on the Deployment Battle and Overview Map Screens Fe T Sate eee The left side of the Battle toolbar has buttons to access the Overview Map Screen Options Menus Team Monitor and Map Monitor If a Support mission or missions for the player s force has been chosen in the CCM Game Editor at set moments during battle the four support mission buttons e Fixed Wing e Rotary e On Call Artillery e Battalion Mortar The buttons will light when that support becomes available to the player Continued on next page ZZ Situational Awareness Continued Arrow 5 Battle z iaeaea mc EEATT Toolbar e esr Aen A ri re i soon raw aT continued ETETEA f
17. the connection and returns all players to the default Multiplayer Screen Clicking the Cancel button closes the window without breaking the connection Clicking the Disconnect button also displays a popup window that allows any player to break the multiplayer CCM internet connection Clicking OK in this confirmation window breaks the connection and returns all players to the default Multiplayer Screen Clicking the Cancel button closes the window without breaking the connection If the multiplayer CCM internet connection is broken for any reason the players who didnt break the connection will hear the voice cue Connection aborted and see a warning message in a pop up window informing them that the connection was broken Clicking OK on this message window will return those players to the default Multiplayer screen Connections can be broken by circumstances beyond player control In the event of a broken connection it is suggested that players have an established plan to either reconnect or regroup using Instant Messaging Continued on next page 78 Multi Player Continued Host Assigns Positions Y CLOSE COMBAT MARINES MULTIPLAYER g i HOST HANDLE SCENARIO NAME HOST JOIN DISCONNECT READY Module 3 Figh 2 LAYER HANDLE MARINE OPFOR CMOR y SY 192 168 1 47 68 236 245 18 peur HON The HOST player only assigns JOINER players to the USMC or Opfor forces Player assignments can be pre
18. the effectiveness of indirect fire Tree trunks will block Fire and LOS The foliage surrounding trees will hinder Fire and LOS Treetop graphics can be removed from the map for better Battle Screen visibility using the Ctrl T shortcut however doing so does not eliminate the effects that trees have on Fire and LOS Removing the treetop graphics only allows the player to see units on the map more easily Most water terrain on the battle maps is the shallow type that can be traversed at reduced speeds by both infantry and vehicle teams However wise players will right click and drag on water terrain to verify its depth if they are unsure whether a water obstacle can be forded Deep Water cannot be crossed by any vehicle or infantry teams except by doing so across a bridge Continued on next page 48 Battle Map Continued KOCOA continued Water offers no concealment or cover which makes it a good tactic to cross water terrain only when sure your teams are out of enemy lines of sight and fire Smoke rounds are extinguished and ineffective when they impact in water Try to place smoke rounds on the banks of the water terrain when it is necessary to make a water crossing under enemy observation Building roofs provide cover from mortar fire and building walls provide concealment and cover from other types of enemy fire Multi story buildings are indicated as such by a white numeral on their roof or interior which specifies the numbe
19. the mission was clicked on the map The final salvo of an indirect fire support mission is often indicated by a single round burst More than one of the same type of support mission may be allocated Up to 99 of each of the four types of support missions may be allocated to an engagement in the CCM Game Editor If another of the same type of mission has been allocated the next mission becomes available almost immediately after employing the initial mission When it does so the corresponding support mission button will light and the appropriate voice and messages heard and seen Continued on next page 24 Situational Awareness Continued Battle a il feral ees is Toolbar continued On the left of the Team Status area of the Battle toolbar are displayed the team type icon and the team leader s rank The status area then splits into upper and lower display fields The team type name is displayed in a panel color coded using the standard green yellow red black code scheme to represent team cohesion Below that are the health heads These icons represent the color coded health or morale status of the Marines on the team Health heads correspond left to right to the Marine data slots top to bottom on the Marine Monitor The selected Marine s health head is underlined by white Health heads are color coded as follows e Green Healthy e Yellow Hurt e Orange Incapacitated e Black Pan
20. A Ms There are three FOG OF WAR option buttons e SEE ENEMY ALWAYS gt allows both forces to always see opposing units on the battle map regardless of LOS e SEE ENEMY IN YOUR LOS gt has a flaw and functions the same as e SEE ENEMY IN ALLIED LOS gt allows players to see enemy units spotted by allied player units as well as enemy units spotted by the player s own teams Arrow 5 The Pre Battle Setup Time option allows a choice of Deployment Screen Pre Battle timer values ranging from None to Random The Random Deployment timer Time option causes a different random time limit of 0 5 or 10 minutes to be used each time the engagement Is played The battle begins automatically when the Deployment timer expires at 00 00 Continued on next page 59 Scenario Editor Continued Arrow 6 MAP Force LOAD ENGAGEMENT Morale AVAILABLE MAPS SS aE Hs FOG OF WAR A BATTLE ENDS WHEN TE yi FORCE MORALE GETS TOO Low 77 SEE ENEMY IN YOUR LOS SEE ENEMY IN ALLIED LOS MAME ORES AET Be SETUP TIME gt 10 MINUTES a i Nes The Battle Ends When Force Morale Gets Too Low option causes the engagement to end when one side s Force Morale indicator gets low and goes into the red Arrow 7 The Battle Ends When Time Expires In option allows a time limit to Battle be established for the engagement being edited The available battle Ends timer values are No Limit 10 20 30 and 40 minutes ori 8 The MAIN
21. Additional Execution Options Vehicles If the player changes his mind and decides not to issue a movement or fire order the order can be cancelled either by right clicking on the map or pressing the Backspace key Once issued movement orders are displayed as blue purple or yellow dots on the battle map The player can adjust these orders by clicking on the dot and dragging it to a new map location When a dot is clicked the corresponding movement line is displayed between the moving team and movement dot Vehicles obeying a movement order may take a circuitous path to their destination Players are advised to monitor and manage their vehicle movements with increased attention Vehicles are not stealthy and may be spotted by the opposing force outside of its LOS due to the vehicle s inherent noise Vehicles moving covertly do so at maximum watchfulness and slowest speed A moving vehicle is slightly faster and somewhat less observant A vehicle moving fast turns to face its destination and moves at maximum speed and with minimum tactical awareness Moving vehicles and vehicles moving covertly may attempt to maintain their original facing A vehicle facing the enemy can be ordered to back up using the Move or Move Covert orders It may sometimes be necessary to use the Defend or Ambush arcs to face the vehicle in the intended direction of travel before issuing a movement order Continued on next page 34 Orders Menu
22. Med MG Tm C Hvy MG Tm M OShE HMG Tm M AG517 HMOT MMed Mortar Tmi M Hvy Mortar Tm M Sei per M Ph Cmd Tm M Ce Cond Tm view MAR OPFOR 7 lt ac was i wee a we ere Se o M Dress Gives hes entered the Battie Group screen To switch between the Infantry and Armor Vehicle Force Mix Rosters click the appropriate button to display that roster The averages of the team s experience and morale are displayed when a team in a BG or Force Mix roster slot is selected by a left click on its slot These averages are color coded in the background color of a team s Type name in its BG slot When teams are selected by clicking on their BG or Force Mix roster slot the weapons that team carries are displayed in the lower right corner of the Battlegroup Screen Clicking on these weapon icons in the battlegroup or Soldier Detail Screens plays the sound of that weapon being fired Familiarity with the CCM weapon sounds will improve player s situational awareness during battle Continued on next page Battlegroup Screen Continued Arrow 6 Rename Arrow 7 View Map Y CLOSE COMBAT MARINES O hHvy MG Tm CRPG Tw i C Med Mortar Tm C Sniper Clan Cm Tm C Wartord M Rille Tm M Rifle Sq MMed MG Tm M AT Ouna l M A mi Tank Tm M AT Tm M OShk HMG Tm M AGS17 HMO Ta MMed Mortar Tmi M Hvy Mortar Tm M Sei per M Ph Cmd Tm M Ce Cand Tm U Assault Tm aar view MAR OPFOR lt Bac
23. N _ 30 MINUTES PRE BATTLE T m 8 SETUP TIME 10 MINUTES KS MAIN 9 NEXT gt The window on the right side of the Map Selection Screen displays a roster of the available CCM maps Click the scroll slider or scroll arrows to see the entire list Click on a map name to select that map on which to edit a battle The window on the left side of the Map Selection Screen displays a preview of the selected battle map _ Caneel Module Fight 81a modde amp Fight b module amp Fight P24 The LOAD ENGAGEMENT button opens a pop up Load Scenarios window containing a roster of existing User Created Engagements residing in the CCM Games Battles folder The Load Scenarios window won t display if that folder doesn t contain any engagements The player can copy the Instructional Engagement files in the CCM Data Battles folder to the CCM Games Battles folder to edit those existing engagements Continued on next page 58 Scenario Editor Continued Z A MAP SELECTION 4l Arrow 4 a Fog LOAD ENGAGEMENT of AVAILABLE MAPS 35 i Loi i gt i a War 29Palms1 29Palms2 Bl 29Palms2 T e tralian tralian3 IO RE FOG OF WAR JN BATTLE ENDS WHEN SEE ENEMY ALWAYS prre vi FORCE MORALE GETS TOO Low 7 all WB SEE ENEMY IN YOUR LOS lt A SEE ENEMY IN ALLIED LOS TIME EXPIRES IN _30 MINUTES f PRE BATTLE io a a SETUP TIME L10 MINUTES Tarn 8 JN mel
24. amp player Module 2 Fight la Bounding Dv erw abeh Module 1 Fight 1 12 5 LASTRUCTIONAL z aoi a J nodule 2 Fight 2 06 Proficient 1 to amp player ENGAGEMENTS P m aiL ut I module 2 Fight 2 22 Bounding Overwatch USER CREATED module 2 Fight 2 2b ER AGEL TS oie Medula 3 Fight 2 1 Hii ee module 3 Fight 2 16 Module 4 Fight 4 fa module d Fight 4 ib module 4 Fight 4 24 Anti Tamk Tactics Pap Quarto Aayer Game Hs Satie Time EO omi Gara Tig 40 rer i MULTI FLAYER ESI roy SS 1 The HOST player clicks on the knob to select between the rosters of Instructional or User Created Engagements shown in the top center window 2 The HOST then clicks on one of the Instructional or User Created Engagements to select it for use in the multiplayer CCM battle 3 All players click on the MULTI PLAYER button 4 The MARINE OPFOR toggle switch determines which force the HOST will initially be assigned to The HOST force assignment can also be changed on the Multiplayer Screen 5 After selecting an Engagement the HOST can preview the battle map for that scenario by clicking on the VIEW MAP button 6 All players individually click the NEXT button to advance to the Multiplayer Screen Continued on next page 70 Multi Player Continued Host 4 CLOSE COMBAT MARINES Fe it HOST HANDLE SCENARIO HAME DISCONNECT i READY Module 2 Fight 3 18 x LAYER HANDLE
25. atoons can occupy those zones on the Deployment Screen The specification of the 3 possible deployment zones is switched between the USMC platoons by clicking the checkboxes indicated by arrow 4 An engagement MUST specify deployment zones for all 3 USMC and all 3 Opfor platoons When the Neutral Deployment option is selected click or click and drag on the map grid to change previously placed deployment zones back to neutral territory When the Opfor Deployment option is selected the Opfor deployment zones are specified by either clicking a single square on the map grid or clicking and dragging to specify multiple deployments zones When the Opfor Deployment zones have been specified on the map they are represented by a red square with a white numeral on a black background The numeral indicates which of the 3 possible Opfor platoons can occupy those zones on the Deployment Screen The specification of the 3 possible deployment zones is switched between the Opfor platoons by clicking the checkboxes indicated by arrow 4 Continued on next page 62 Scenario Editor Continued Arrow 1 continued ar i L HETAT LOCATIONS F MARINE a l J j NEUTRAL DEPLOYMENT li lt OPFOR DEPLOYMENT F J a MARINE Ce d VICTORY LOCATIONS 4 i MARINE DEPLOYMENT NEUTRAL DEPLOYMENT 4 OPFOR DEPLOYMENT Ae LANDMARK LABLES PLAT CRON ay Enter Labet When the Map Labels option is selected click on the map grid to o
26. ent Screen becomes the TRUCE button on the Battle Screen 15 Situational Awareness Monitors Arrow 1 Map Monitor There are four monitors and a toolbar on the Deployment and battle screens The Map Monitor is displayed by clicking on the MAP button on the Battle toolbar using the F6 keyboard shortcut or by clicking the Map Monitor checkbox under the Game Play tab on the Options Menu e The Map Monitor displays a reduced scale image of the entire battle map Friendly units are indicated by blue dots Any friendly selected unit is displayed on as a blue dot within a white outline Enemy units are indicated by red dots e The rectangular yellow box within the Map Monitor shows the area of the battle map displayed on the Deployment or Battle Screens Left click anywhere within the Map Monitor to center the Battle Screen display on that point of the battle map If a friendly unit is beneath the Map Monitor left clicking within the Map Monitor may instead select that team e Right click and drag to reposition dock the Map Monitor elsewhere on the Battle Screen If a friendly unit is beneath the Map Monitor right clicking may instead select that team and open its Orders Menu Continued on next page 16 Situational Awareness Continued Arrow 2 Marine Monitor The Marine Monitor is displayed when a team is selected and the Marine Monitor has been enabled by using the F7 keyboard shortcut or the Options Menu checkbox
27. er clicks the SEARCH button 2 The Search window will pop up and the JOINER player s will type in the HOST player s IP address In example above the JOINER player s would type 151 201 137 188 HOST IP addresses can also be pasted in using Paste from the right click context menu or the standard CTRL V keyboard shortcut to Paste e It is recommended that JOINER players make written note of the HOST IP address to avoid mistake or lapse of memory e The last IP address entered into the Search window is saved and remembered in the Search window as long as CCM is running either maximized in its full window or minimized to the taskbar This avoids the necessity of typing in the same HOST IP address in the event the HOST isn t found by Search an established connection is broken or when another engagement is to be played If you are using a LAN connection do not type in an address just click OK 3 After typing in the HOST IP address the JOINER player s click OK The Search function will then seek for the HOST player s offered engagement displaying the message Searching for available games for approximately 5 seconds as it does so Continued on next page 12 Multi Player Continued Trouble Shooting Internet Connection If the HOST isn t found by the Search function repeat steps 1 3 above with the exception that the HOST IP will be saved in the Search window so it isn t necessary to re type the
28. erstanding and configuring Firewalls Routers Proxy servers Virtual Private Networks as well as solutions such as port forwarding and DMZ that may be required to enable multiplayer CCM internet connections CCM uses the following ports in addition to DirectPlay ports e 47624 TCP 2300 2400 TCP and UDP All players start Close Combat Marines At the Main Screen use the F8 function key to open the Close Combat Marines Options display Use the Options menu to set Opfor language preference Russian or English scroll soeed Fast Medium or Slow and screen resolution changes to which require CCM be restarted It is recommended that one of the Team Icon and Soldier Outline options be chosen Using Team Icons and Soldier Outlines assists in identifying which infantry and vehicle teams are yours since players see only their own Team Icons and Soldier Outlines It is suggested that players select the Show Cover Icons and Outlines for use on the Deployment Screen then use the F8 key or Options button on the Battle Toolbar to switch the Icons and Outlines option to Show Suppression before beginning the battle Click OK to close the Close Combat Marines Options menu Click the COMMAND panel on the main CCM screen to enter the Command Screen Continued on next page 69 Multi Player Continued fe CLOSE COMBAT MARINES COMMAND g Command aE ia EEE Sea ae PLAY AS 3 s module 1 Fight 1 16 Proficient 1 bo
29. icked e White Surrendered e Red Dead Continued on next page 25 Situational Awareness Continued r ee oe STe eee ne a Arrow 5 Sailer eee NE leer raene AP mms a ma Perron igen ott ee ee ja A ac coop Team jat amp Battle Toolbar continued The next area of the Team Status display states the team s action status Ambushing Moving Firing etc Below that is a description of the team s overall warfighting quality The team s anti personnel AP and anti tank AT effectiveness is displayed by a series of color coded bar graphs The team s AP and AT effectiveness is rated at six ranges 20m 40m 80m 160m 320m amp 640m using a modified green yellow red none color scheme The icons on the right side of the Team Status area shown enlarged signify whether the team possesses smoke top or explosive or fragmentation grenades Continued on next page 26 Situational Awareness Continued Arrow 5 Battle Toolbar continued ECE coco TEAM AT UTRUCE 39 48 Click the TRUCE button to offer your opponent a ceasefire If the opposing player also clicks his TRUCE button the truce is accepted the battle ends immediately and the game advances to the Details Screen where victory and defeat are assessed If the opponent refuses to accept a truce battle continues Players can retract their truce offer by clicking the TRUCE button a second time before their opp
30. icular hot key When infantry units are given a group movement order the resulting movement dots are placed on the map in positions relative to the starting positions of the teams within the group Continued on next page 29 Orders Menu Continued Group Multiple units may be group selected in one of two ways eelceden 1 Selecting a unit then holding the Shift key down while clicking on additional units to select them 2 Another way to select multiple units is to left click on the map and drag out a selection marquee box All friendly units entirely or partially within the selection box are selected when the mouse key is released Orders may be issued to multiple units simultaneously by group selecting them right clicking on one of the selected units to open the Orders Menu then issuing an available order to those units in the normal manner Alternatively group select the units then use an Orders hot key to issue the same order to the entire unit group Executing Player actions when issuing orders differ depending on the order Orders The MOVE order is represented by a blue line stretching from the selected team being issued the order to an invisible cursor The white numbers at the end of the Move line measure the distance in meters from the team to that point on the map Scroll the mouse and left click to place a blue Move dot on the map location intended as the team s destination Continued on next page 30 Orde
31. ight J ib AGAC CMES TS ae F Fagint aoe SERCR RATED miale Fight 2 2b A EGAL S f i Mackale 3 Fiaght T 1a 1 ED REPLAYS modele 3 fighi J 1b F Mockle 4 Fight 4 1a meals 4 I iapht ath maale iwpht 4 2a i Ree pee Hap Quanta Player Gane Setep Time 10 men Game Tima 40 men DESCRIPTION Click the switch to choose between the rosters of Instructional Engagements User Created Engagements and Saved Replays There will be no User Created Engagements available in the roster window until the player creates them in the CCM Game Editor or downloads engagements created by other CCM users and installs them to the Close Combat Marines Games Battles folder Click the name of the Instructional Engagement or User Created Engagement in the roster window to select the battle scenario to be played Double clicking the name of the engagement is the same as clicking the NEXT button and immediately advances the player to the Battlegroup Screen Continued on next page Command Screen Continued Arrow 3 View Map Arrow 4 Marine and OPFOR Arrow 5 Multi or Single Player After selecting an engagement the battle map to be played may be previewed by clicking the VIEW MAP button 7 CLOSE COMBAT fa Quanticoz Click the BACK button to return to the Command Screen Click the toggle button to switch between playing the Marine or Opfor force Click the MULTIPLAYER button to play CCM online or
32. ight clicking on an empty area of the map cancels an order that has been selected but not issued Left or Right clicking on an empty area of the map closes the Orders Menu Continued on next page 28 Orders Menu Continued Issuing Orders can also be issued to a unit by selecting the team and using Orders one of the Orders menu keyboard shortcuts These Order shortcuts continued are as follows o MOVE cecccceeeeeceeeeee Z key o MOVE FAST 5 X key e MOVE COVERT C key FIRE nairean V key o SMOKE naana B key o DEFEND sscelenisseiiwedess N key AMBUSH 0sscesseesseeess M key e MOUNT DISMOUNT K key o DIG IN D key Units can be selected using a number of methods e Left clicking on a soldier or vehicle e Left clicking and dragging selects all teams within the marquee box e Right clicking on a soldier or vehicle e Left or right clicking on a team slot in the Teams Monitor e Left or right clicking on a message slot in the Message Monitor e Left or right clicking on a team s Order dot e Using a unit selection hot key Units can be bound to the 1 through O selection hot keys on the top row of the keyboard by selecting the unit then pressing CTRL where is one of the 1 through O keys to bind that unit or group of units to that particular selection hot key Multiple units can be bound to a selection hot key by group selecting them then using Ctrl to bind them to a part
33. ine 1h9 me TTL 242 iy from 131 187 8 fram 132 167 8521 Ping stat se for 131 187 81 Pac cpa Sent 4 Received d Lost ee Hx loses ADO imag P ound trip times in mil Tere E Hininun ibraz Hasimaa 118ns Average 10fns APL DONS oi Gendd sbragert 131 187 8 i1 Trae ing ERS toe 131 107 5 1 over a maximam of 3A hops LY ms 19 ns i ns iB 2 1 i fol me 97 ns AS 8 Be1728 G ATRL 141 157 128 1974 i L F4 8 4 9 FIT TL 151 2685 itt i F4 8 H G HI RL L151 ane 146 iJ wde edge H H inet oquest met 63 237 bS 97 Wde core H3 inet gurat net 285 17 doa vcore AS inet dea core BAl inet Ger core H3 net ERR 1h EK core Hd inet quest ELAS a os as at L com Al inet ucst net C2 sea edge h inet quest net 65 116 65 226 i Request bined owt ns 131 187 2808 65 k ng T TE aH ed He ms riz ri ETTA H L j a a Ree T ates a Kad ed A G race complete Continued on next page 73 Multi Player Continued 22 CLOSE C Joiner Screen i HOST HANDLE SCENARIO NAME 1 When the JOINER search finds the HOST engagement scenario it is displayed in the top slot of the games roster The column indicates how many players have already connected e g 2 6 would indicate the HOST and one other JOINER were already connected e The Host Handle column displays the Host s chosen nickname The Scenario Name column shows the name of the engagement scenario the HOST has selec
34. it s Soldier Monitor slots are expanded to include the soldier data for all passengers Continued on next page 42 Orders Menu Continued Mounting and Dismounting continued When a mounted vehicle is issued the Dismount order its passenger infantry units are immediately placed on the map approximately 12 meters from the dismounted vehicle Dismount orders may be issued to moving vehicles which will stop to unload all passenger infantry Multiple infantry teams may be issued concurrent Mount orders to the same vehicle to the limit of its passenger capacity The passenger Capacity for small vehicles is 4 soldiers 4 teams maximum The passenger capacity for larger vehicles is 8 soldiers 4 teams maximum The passenger capacity for 5 ton trucks is 20 soldiers 4 teams maximum Passenger units are not capable of Fire while mounted only the mount vehicle s organic weapons are used when a mounted vehicle is issued a Fire order Players should be careful when issuing Mount orders where more than one vehicle is in proximity because the infantry may get confused and mount the wrong vehicle generally one that is nearer than the intended mount vehicle Continued on next page 43 Orders Menu Continued Dig in The DIG IN order causes infantry teams to dig entrenchments It takes about 5 game minutes from the time the Dig In order is issued until the team finishes its fighting position The Dig In order is only availab
35. it to face another direction This can be particularly helpful in the Deployment Screen as the only way to force infantry and vehicles to align themselves in the direction desired by the player To adjust a team s Ambush arc left click on the green arc and drag the arc to one of the eight available directions N NE E SE S SW W or NW within the Ambush arc circle then left click again to set the Ambush arc in its adjusted direction Ambush is the default action status for infantry Continued on next page 4 Orders Menu Continued Mounting and Dismounting The MOUNT order is represented by a blue line and green dot Mount Dismount involves two teams a passenger infantry unit and its mount vehicle Only infantry teams may be issued Mount orders and only mounted vehicles may be issued Dismount orders Left click to place a green Mount dot on an eligible vehicle The infantry unit then moves to mount the chosen vehicle The vehicle will slightly adjust its position in preparation for mounting Do not cancel or change a Mount order until it has been completed or the vehicle will lose its passenger carrying capability Ait MIDA Mk 19 When a vehicle is mounted the letter M blinks in white and orange above the vehicle When the vehicle is pointed at with the cursor the vehicle team name and the team names of all passenger infantry units are displayed in white above the vehicle When a vehicle is mounted
36. j cCA CALL DATTALICH Rethtt AREELESSY OpTAn To use a support mission left click a lighted support mission button then left click on the map to target that mission The targets of Fixed Wing and Rotary support missions are indicated by yellow marker smoke on the map The targets of On Call Artillery and Battalion Mortar missions are indicated by white marker smoke When Support Missions become available the player is also informed of that fact by a voice cue and Message Monitor text describing the available mission Support Missions need not be used immediately after becoming available In fact it is often the winning player that retains them for use at the most critical moments during battle When the support mission button is clicked the CCM cursor changes from and arrow head to bomb and target reticule pi Left click on the map to target the mission with a marker round of yellow Tac Air or white Barrage smoke Continued on next page 25 Situational Awareness Continued Arrow 5 When a Fixed Wing or Rotary support mission is used after a short Battle delay a fighter bomber or attack helicopter unloads its ordinance in Toolbar the vicinity of the yellow marker smoke continued When an On Call Artillery or Battalion Mortar support mission is used after a short delay the rounds from those indirect fire weapons will begin to impact in the vicinity of the white marker smoke placed when
37. k wexrp lt ee ee a i o o e e e e m e a PECHAT Dress Gives hes entered the Battie Group screen Tesn Hame creu The RENAME button opens a pop up window that allows the selected team to be assigned a player created identification e g A11 A41 etc Type in a new team name then click OK The new team ID is then displayed throughout the TDS The VIEW MAP button opens the MAP DETAIL Screen A reduced scale preview of the battle map shows the player s deployment zone s as non shaded areas The remainder of the battle map preview is darkened The locations of Enemy deployment zones are not displayed Continued on next page Battlegroup Screen Continued Arrow 8 Click on the MARINE OPFOR button to open the Soldier Details Screen Marine Opfor Players only have a MARINE or OPFOR button corresponding to their assigned force SOLDIER DETAILS a Low ts See SECOND 2 See SE hia IRD 1 The upper left area on the Soldier Details Screen displays the team type icon the team name or player created identifier the color coded average of the team s experience and morale and the number of Marines on the team 2 Marines name rank weapon and function within the team Click the weapon icon to hear the sound of the weapon being firing 3 Bar graphs indicating the Marine s morale leadership intelligence strength and experience All of these attributes affect performance 4 Click the tea
38. lay the terrain data including type elevation and the cover value it offers in the lower left corner of the Battle Screen To scroll around the Battle Screen use the game cursor to bump the edge of the screen corresponding to the desired direction of view e g to view an unseen portion of the battle map to the right bump the right edge of the screen Alternatively the Battle Screen can be scrolled N E S amp W by using the directional arrow keys or N NE E SE S SW W amp NW by using the number pad on the keyboard The easiest method to change the area of the map viewed on the Battle Screen is to click within the Map Monitor to reposition the screen Hills and other elevated areas of the map are indicated by darkened shading on the Battle map graphic Units on hills generally have a wider field of view and can see over lower obstacles Units moving uphill do so more slowly than units moving downhill Because of their height hills block LOS from one lower elevation through the hill to another lower elevation It is suggested that players familiarize themselves with the terrain they will be fighting on by making a right click and drag reconnaissance of the CCM battle maps Continued on next page 47 Battle Map Continued KOCOA continued Trees offer a good deal of concealment and cover to infantry teams that occupy forested locations although mortar fire into trees causes airbursts which multiply
39. le to infantry teams occupying suitable terrain such as grass dirt etc If a unit s Dig In order is interrupted for any reason that unit must be issued a new Dig In order and spend another 5 game minutes to complete the order and finish digging it s fighting position The dug in terrain feature will display itself as a Newly Dug Trench when its location is right clicked on the battle map Trenches offer more cover and concealment than the surrounding open terrain to infantry teams that occupy them Teams digging in will quickly become fatigued 44 Command and Morale Command Influence Every unit has a leader who commands the subordinate Marines in his unit during battle Infantry team leaders are indicated by a color coded Command circle under their screen image Certain units are designated as Command teams Command teams improve the effectiveness and morale of all player units within a Command team s radius of command influence The Command radius for all of the player s units is displayed by pressing the Space Bar on the keyboard The color of a unit leaders Command circle will correspond to the color of his Command radius circle The color of the Command radius indicates the overall leadership quality and range of unit commanders Command influence is color coded as follows e Green High e Yellow Medium e Red Low e Black Very Low Continued on next page 45 Command and Morale Continued Morale Separa
40. lished the HOST and JOINER CHAT button will appear in the lower left corner of the Multiplayer Screen As each subsequent JOINER establishes a connection to the HOST their CHAT buttons will also appear CHAT allows players to communicate by typing and sending text messages while they are connected in multiplayer CCM 1 To open the CHAT message window in the Multiplayer Battlegroup Soldier Details Briefing and Map Details screens either click the CHAT button or press the Enter key Use the keyboard to type a message which will appear in bright green in lower part of the CHAT window Press the Enter key on the keyboard to send the message to all other connected players The message is displayed beside your player name at the bottom of a running log of player CHAT messages gt The CHAT window also displays player activity in the pre battle screens e g Devil Dog has entered the Briefing screen Use the scroll slider or scroll arrows to view previous CHAT messages in the log and then return to the current messages The most current CHAT message will always be displayed beside the sender s player name in the mini CHAT window at the bottom of the Multiplayer Battlegroup Soldier Details Briefing and Map Details screens gt To close an open CHAT window press the Enter key when there is no green message text to be sent Continued on next page 76 Multi Player Continued Chat Feature continued CHAT function
41. m icons or use the scroll arrows to view the Marine Details Screens for the other teams in the player s BG 5 Click the BACK button to return to the Battlegroup Screen P 9 Click on the BACK button to return to the Command Screen Pi 10 Click the NEXT button to advance to the Briefing Screen 10 5 Paragraph Order SMEAC 1 T MARINES DHIBPIANG ii PRINT OP ORDER lt y The mission is detailed on the Briefing Screen Players should pay particular attention to the tactical tasks specified for their own platoon BG User created scenarios may or may not include Briefing Screen text although it is recommended that the scenario author indicate the mission objectives for each force 2 Use the scroll slider or scroll arrows to view the entire Briefing Screen text 3 Click the VIEW MAP button for a reduced scale preview of the battle map The player s deployment zones are displayed as non shaded areas on the battle map preview The remainder of the battle map preview is shaded Allied player and Enemy player deployment zones are not displayed on the battle map preview 4 Click the PRINT OP ORDER button to open a standard printer options window It is recommended that player s print the Briefing screen text for ready reference during battle 5 Click the BACK button to return to the Battlegroup Screen 6 Click the NEXT button to advance to the Deployment Screen 11 Deployment Screen Course of Action
42. ng when the player clicks off the unit deployment mode information window e The deployment timer will start at 10 5 O minutes or a random choice of these 3 time periods depending on the timer option chosen for the scenario in the CCM Game Editor When the deployment timer is set at 0 minutes the battle begins immediately after all the player clicks off the unit deployment mode information window 7 When the player finishes deployment he can either wait for the deployment timer to expire or click the BEGIN button to start the battle 14 Battle Screen Execute Course of Action We ee d ri jl j F a E a y E l 1 s q iy el AE UTHIRG Ea J S rare f a ee _ 4 ed at ll ad La j 1 riai Fa RH A AF The j pee AT R ata araa rot a GOOD TEAM ATH TT 40 Battle begins when the BEGIN button is clicked or the Deployment Timer expires The pop up message Prepare For Battle is briefly displayed and three changes occur to the Deployment Screen when battle begins and it becomes the Battle Screen 1 The darkened map shading on the Deployment Screen indicating neutral or enemy territory disappears 2 The Deployment Timer becomes the Battle Timer if a time limit has been established for the engagement in the CCM Game Editor The Battle Timer alternates being displayed with the Force Morale indicator every two seconds during play 3 The BEGIN Button on the Deploym
43. o specify the deployment location zones for the 2 USMC platoon Continued on next page 64 Scenario Editor Continued Arrow 5 Force Toggle Arrow 6 Support Arrow 7 Support Availability Arrow 8 Pre Planned Fire Support The MARINE OPFOR toggle button is clicked to change which force s On Call Support missions are specified by the support mission dial controls described below The Available On Call Support mission dials determine how many of each support mission type Fixed Wing Rotary On Call Artillery or Battalion Mortars each force will receive during battle A maximum of 99 missions for each type of support may be allocated to each force The Start dials determine how many minutes into battle each type of support mission will become available 0 means that mission type is available within the first minute of battle 10 would mean that mission type doesn t become available until 10 minutes into battle The PRE PLANNED ARTILLERY button makes one On Call Artillery support mission available to that force in the Deployment Screen When this option is selected the On Call Artillery button on the Battle toolbar is lighted and available to be targeted on the map during deployment Continued on next page 65 Scenario Editor Continued Arrow 9 Edit SMEAC Arrow 10 Arrow 11 MAF INFOQ j VICIORT LOCATIONS MARINE DERPLAYY MENT a Sea OPFOR DEPLOYMENT LAN DHARK ALES rg AS mi E ve Hahi
44. ommand Screen 56 Scenario Editor Main Screen Map Selection LOSE COMBAT MARINES Game Verson 20 3 1 7 0 Resource DLL Version 200 3 17 0 a 7 im bess Tinea EDITOR x Clicking the Editor panel on the Main Screen opens the first of three screens in the CCM Game Editor The Editor is where the player can make or modify User Created Engagements These engagements then become available for selection on the Command Screen and battle 29Palms1 9Palms2 29Palms2 Big Badlands Big_TalesI Big_Urbania Big Utopia Big Wonderland j Centrakaal Contrakan Centralana FOG OF WAR JA BATTLE ENDS WHEN A j SEE ENEMY ALWAYS Treed vi FORCE MORALE GETS TOO LOW IL Aa Pn SATAO LOS Ey lt A m SEE ENEMY IN ALLIED TAN TIME EXPIRES IN 30 MINUTES ai zi 8 29 N T i PRE BATTLE Comores tr jE w ea G p y i ies oe Continued on next page 57 Scenario Editor Continued Map Selection continued Arrow 1 Map Selection Arrow 2 Map Arrow 3 Load Engagement MAP SELECTION mi4 LOAD ENGAGEMENT AVAILABLE MAPS B l A 29Palms1 29Paims2 29Palms3 Big_Badlands Big_TalesIv f i Big_Urbania fy 2 Big_Utopia 1 Big_Wonderland gt Centralian1 Centralian2 Centralian Be FOG OF WAR Je SEE ENEMY ALWAYS 7 WB SEE ENEMy IN YouR Los SEE ENEMY IN ALLIED LOS i JE BATTLE ENDS WHEN AEIR A A TIME EXPIRES I
45. on a LAN See the Multiplayer Connection FAQ for further instructions Click the SINGLE PLAYER button to play solo against the computer Continued on next page Command Screen Continued Arrow 6 COMMAND Exit Button 3 Himala j a i is mole 1 Fight 1 ib aoe s a I madale F Fight 32 ih mehale Fight 2 27a Tee p Ae Pee 2 Ss REPLAYS t oe 3 ES y z pos oe KHA i omectole A Fight 4 2a F Hap Quantion 6 Player Game Setep Time 10 men Game Time 40 men DESCRIPT nen Click the EXIT button or use the Alt F4 shortcut to close CCM Arrow 7 Click the Delete toggle button to remove the engagement selected in Delete Toggle the roster window eter Click the MAIN button to return to the Main Screen sh aon Click the NEXT button to advance to the Battlegroup Screen Battlegroup Screen Battlegroup Arrow 1 Team Slot Arrow 2 Force Mix BATTLEGROUP pal rra Ea Firg Tm cink mi Hwy MG Tm i peA k HEJ E13 N C PPO Tm iE E ale 1 C H Mortar Im TENA ate a C eniper H ae o E orr ar ie C Clan Crd Tm LAPS ie Fi CWirlsed H Fille Tra M Fille 44 M Mad MG Tm PAT Gu PA nai Tank Tm M AT Tra H p3hk HHG Tre C H mnte Killar u S m w ea c Pafle T j F i al Unih ap lelara T i f J E Hre T Mag ES Evin imetgd Lae fife Sad Poot E Lous IUG r iG Tim Pi Hoy lor lor Tni M Sei pee HPht Cmd Tm M C Cmd Tim _U Assault Tine ARMOR J YEHI LES roc E
46. on about the Marines in CCM The pre and post battle Details Screens are also an excellent source of information about your troops Note that some Marines carry secondary weapons grenades and even knives Marines will use these weapons on their own initiative when events warrant The Marine health morale states on the Marine Monitor are as follows HEALTHY the Marine has normal health and morale INJURED the Marine is hurt and acting at reduced effectiveness INCAPACITATED the Marine is badly wounded and ineffective DEAD the Marine has been killed WINDED Marine is tired acting at reduced effectiveness and needs rest FATIGUED Marine is exhausted cant function and needs rest immediately PANICKED Marine is scared and acting with much diminished efficiency BROKEN Marine refuses orders and prepares to retreat from battle ROUTED the Marine is deserting in the face of the enemy SUPPRESSED the Marine is taking cover but returning fire PINNED Marine ts taking cover under heavy fire and firing intermittently COWERING Marine is frozen and hiding and fires only occasionally STUNNED Marine is momentarily dazed by an explosion and ineffective 53 Endex Causes Battles can end in one of four ways e TRUCE when one side clicks the Truce button then the other side clicks theirs e TIMER when the battle clock reaches 00 00 if a time limit was set for the battle e FORCE MORALE when a side s Fo
47. onent accepts the truce During engagements where a time limit has been selected the Battle Timer alternates display every two game seconds with the Force Morale indicator When the Battle Timer runs down to 00 00 the battle ends immediately The Force Morale indicators measure the effects of casualties and the stress of battle on the Opfor yellow and red icon and US green icon force cohesion The indicators diminish and change color from green to yellow to red as each force suffers the effects of battle on its cohesion Note when the Battle Ends When Force Morale Gets Too Low option has been selected in the CCM Game Editor for use in an engagement the battle ends when one side s Force Morale indicator goes into the red When this is the case there may be a Victory Location control penalty imposed on the side that Force Morale failure caused the battle to end The Victory Location penalty depends on the proportion of the winning side s remaining Force Morale to the losing side s 21 Orders Menu Issuing Right clicking on a unit opens the pop up Orders Menu which lists the Orders orders that can be issued to that team The orders are i ee MOVE Fast MOVE COVERT FIRE SMOKE i __ DEFEND A T t SH OUTDO DIG IN oa Not all orders are available to all teams at all times Orders unavailable to a unit are shaded in gray Orders are issued by left clicking on one of the Orders Menu options R
48. ote Replay does not always record a battle exactly the way it happened Continued on next page 55 Endex Continued Arrow 5 A CLOSE COMBAT MARINES Play i k Replay MAJOR MARINE VICTORY L1 X Starts the Replay recording of the battle The viewer may scroll the battle map change game options select teams and view team and soldier information in the game monitors The viewer cannot issue orders or influence the progress of the replayed battle in any way Arrow 6 ____ KILLED INCAPACITATED PRISONER KILLED INCAPACITATED PRISONER LEADERS LEADERS Details INFANTRY ao 2O a Od NNR fae a DESTROYED DAMAGED CAPTURED DESTROYED DAMAGED CAPTURED ARMOR OTTO ee ARMOR VEHICLES U ee ae VEHICLES GUNS GUNS The DETAILS button replaces the battle results description with a chart of the casualties suffered by each force In many cases the number of casualties inflicted and incurred will be the truest measure of victory or defeat Arrow 7 The MARINES button or OPFOR button if the player controlled the bad Forces guys advances the Debrief Screen to the Soldier Details Screen The post battle Soldier Details Screen is similar to the pre battle Soldier Details Screen except it displays battle results including the physical and psychological effects of battle on soldiers infantry gun and vehicle kills on a per team basis and medals awarded Arrow 8 Next The NEXT button returns the player to the C
49. pen the Add Map Label window Type the place name to be displayed at that location on the map in the Enter Label field and click OK The chosen place name is then displayed on the battle map when the edited engagement is played When Map Labels have been specified on the map grid they are represented by solid red squares containing the letter L Continued on next page 63 Scenario Editor Continued TOSE COMBAT MARINES A NF Arrow 2 COMBAT MARINES MAP INFO Map 2 VICTORY LOCATIONS 1 AE MARINE DEPLOYMENT nm NEUTRAL DEPLOYMENT K OPFOR DEPLOYMENT _ LANDMARK LABLES PLATOON 2 ach e 5S MARINE ox Ju OPFOR N CALL SUPPORT 6 VAILABLE PIIN tp ac f TYPE i A A 0 0 Yy im FIX I 0 0 gt 0 v AmoFoO vO FeO 0 0 y v The window on the left side of the Map Info Screen displays a reduced scale image of the battle map with a 40x40 grid dividing the map into 24 meter increments Victory Locations Deployment Zones and Map Labels are specified by clicking on this map grid pe i or 3 Clicking the CLEAR button removes previously specified map data Arrow 4 The Platoon checkboxes are clicked to change the USMC and Opfor Platoon deployment specification between the 3 available platoons on each force For example when the Marine Deployment option is selected and the 2 platoon checkbox is clicked click or click and drag on the map grid t
50. r of 4 meter levels in that building Only infantry teams may enter buildings When a friendly team enters a building the roof graphic is replaced by an interior graphic Opposing players only see the building roof graphic while a team remains unspotted in that building If the team is spotted that team is displayed to opponents as being on top of the building s rooftop graphic An infantry team in a building is assumed to occupy the highest level of that building Teams in multi level buildings will have wider fields of LOS and Fire but so too will enemy teams trying to spot or shoot at the team in a taller building Stone buildings offer better cover than wood buildings On a few CCM maps there are bunkers built with reinforced concrete that offer more protection than stone buildings Continued on next page 49 Battle Map Continued KOCOA continued Rubble and Debris offer good concealment and cover but teams move through this type of terrain more slowly Portions of multi story building that become rubble during battle collapse to ground level Teams that occupy rubble in a multi story building are also considered to be at ground level Rubble portions of buildings have no roof and are more exposed to mortar fire Rubble debris and vehicle wrecks are randomly placed on the battle map prior to play The location of this randomly placed terrain will be different each time that map is used Roads offer a trade off in battle
51. rce Morale indicator goes red if set for a battle e ELIMINATION when one side s entire force has been KIA or Incapacitated CLOSE COMBAT MARINES Debrief fy CLOSE COMBAT MARINEE anticos U MAJOR MARINE es 4 Screen 4 A IERE REPLAY When the battle ends the Battle Screen advances to the Debrief Screen The Debrief Screen describes displays and assesses the outcome of the battle Here it is determined whether the player achieved victory draw or defeat Continued on next page 54 Endex Continued Debrief Screen continued Arrow 1 Battle Results Arrow 2 Victory Locations Arrow 3 Results Arrow 4 Save Replay V CLOSE COMBAT MARINES lanticos P Pa MAJOR MARINE D IN i save REPLAY PLAY REPLAY The battle result is assessed in the upper left panel on the Debrief Screen The results include Total Major or Minor Victories Draw and Total Major or Minor Defeat An overview map of the battlefield depicts which hidden victory locations are controlled by which force Green and white star icons represent victory locations controlled by the USMC Red and yellow icons represent victory locations controlled by the Opfor Split US Opfor icons represent victory locations controlled by neither force The results of the battle are described in the area of the Debrief Screen beneath the Victory and overview map panels Allows the player to save a copy of the battle N
52. re even when a red direct Fire dot has been placed on the enemy target The SMOKE order is represented by a standard green and or red Fire LOS line Left clicking the Smoke order on the map places a gray Smoke order dot at that location Except for mortars a unit must have LOS to its target to fire Smoke Mortar units are capable of indirect fire and can place Smoke rounds anywhere on the battle map Infantry can throw Smoke grenades a maximum of 30 meters 15 meters if the soldiers throwing smoke are in the prone position Continued on next page 38 Orders Menu Continued Smoke continued Units on both the Opfor and USMC forces are equipped with smoke firing capability Many vehicles on both forces are equipped with smoke dischargers and will often fire smoke on their own initiative for self protection when threatened by enemy fire Units that don t have a Smoke order capability or have expended their supply of Smoke ammo have the Smoke order option grayed out and displayed on the Orders Menu reading as Can t Smoke The tactical effects of Smoke last for approximately 2 minutes of game time Smoke effects can persist for a short time even after the smoke plume graphic has disappeared Smoke rounds are inaccurate particularly so in the case of mortars firing Smoke rounds It may be necessary to reposition the Smoke order dot to achieve the desired smoke coverage on the battle map Smoke has the same LOS and Fire effect
53. rs Menu Continued Move When the Move dot is placed the team will advance toward that point in a tactical manner The team s rate of movement is affected by the terrain it crosses en route Moving teams may initiate combat and assault if the opportunity presents Moving teams are much more vulnerable to enemy fire than stationary teams or teams moving covertly When a moving team reaches its destination the Move dot disappears and a voice cue and text message announce the completed movement After carrying out the Move order the team assumes Defend status in the direction of its movement MOVE Orders can quickly be issued to teams by left clicking on the team and dragging out a blue Move line to the intended destination then left clicking on that map point Continued on next page 31 Orders Menu Continued Move Fast The MOVE FAST order is represented by a purple line stretching from the selected team being issued the order to an invisible cursor The white numbers at the end of the Move Fast line measure the distance in meters from the team to that point on the map Scroll the mouse and left click to place a purple Move Fast dot on the map location intended as the team s destination When the Move Fast dot is placed the team will advance toward that point as rapidly as possible The team s rate of movement is affected by the terrain it crosses en route Moving teams may initiate combat and assault if the opportuni
54. s differently on the Deployment Battle and Overview Map screens To type and send a CHAT message press the Enter key to open a small black text input window immediately above the Toolbar EG a E e eee aie AMBUSHING C Su js 7 ake i i 2 e T ly 1 CAMBUSHING Let i AMBUSHING NG haa AMBUSHING JAn ECLI T ar E OPTIONS HMAF zi pied tacca waeratrony ee f T i a af oe eee Use the keyboard to type a message Bright green typed message text will be displayed in the mini CHAT window Press the Enter key again to send the message to all players The mini CHAT window closes after a message is sent CHAT messages sent in the Deployment Battle and Overview Map screens are displayed along the left edge of the screen for approximately 7 seconds After clicking the BEGIN button players may not be able to use CHAT until all players advance to the Battle Screen Itis recommended that players use CHAT to notify the group of their intention to BEGIN before clicking the BEGIN button Continued on next page 11 Multi Player Continued Disconnect i CLOSE COMBAT MARINES E l HOST HANDLE SCENARIO NAME JOIN DISCONNECT READY Module 3 Fight 3 18a MARINE OPFOR CMOR ARCH p lea Clicking the BACK button displays a popup window that allows any player to break the multiplayer CCM internet connection Clicking OK in this confirmation window breaks
55. s on enemy and friendly units including the team placing the smoke Continued on next page 39 Orders Menu Continued Defend The DEFEND order is represented by a blue Defend arc The Defend order causes a unit to seek whatever cover it can locate in the immediate area face itself in the direction of the Defend arc and to fire at high percentage enemy targets of opportunity Defending units will engage enemy units outside the Defend arc only when those targets are closer Adjusting a team s Defend arc is a useful method of repositioning that unit to face another direction This can be particularly helpful in the Deployment Screen as the only way to force infantry and vehicles to align themselves in the direction desired by the player To adjust a team s Defend arc left click on the blue arc and drag the arc to one of the eight available directions N NE E SE S SW W or NW within the Defend arc circle then left click again to set the Defend arc in its adjusted direction Defend is the default action status for vehicles Continued on next page 40 Orders Menu Continued Ambush The AMBUSH order is represented by a green Ambush arc The Ambush order cause a unit to go prone seek cover in the immediate area face itself in the direction of the Ambush arc and to engage enemy targets when they approach within 30 meters Adjusting a team s Ambush arc is another useful method of repositioning that un
56. st player to join is on the same force as the HOST he will be automatically assigned to the 2 Platoon on that force Example PLAYER FORCE CMDR PLT HOST 00020000 USMC CMDR 17PLT JOINER 1 USMC 1ccsceseeeeee 2PLT JOINER 2 OPFOR 2 0 00000297PLT JOINER 3 OPFOR 100 00000022PLT JOINER 4 USMC 11cseceeeeeee SPLT JOINER 5S OPFOR CMDR 3PLT If it is intended that certain players be assigned to certain forces and or platoons then arrangements should be made before connecting for players to use the indicator in the top left of the Games Roster on the Multiplayer Screen to determine when each player should click their JOIN button to connect Multiple player force combinations are possible 1 2 or 3 US players versus 1 2 or 3 Opfor players e g 1vs3 3vs 2 2 vs 1 etc Only the CMDR players control the Support Missions Tac Air and Attack Helo Artillery and Mortar Barrage If the Force Morale scenario option was checked in the Scenario Editor and the CMDR player s Force Morale FM drops below the cohesion threshold the CMDR player goes into Observer Status indicated as such at the top of his Battle Screen and can no longer issue commands only reposition fire and movement dots and place Support Missions 80 This page intentionally left blank 8 1
57. t Camp includes e Quick Tour how to select troops issue orders and adjust existing orders e Monitors and Toolbars on how to review teams and Marines before battle monitor Marine status and call in Support missions during battle e Viewing Terrain scrolling the battle map and displaying terrain details e Infantry Tactics e Armor Tactics Continued on next page Main Screen Continued Arrow 2 Command Panel Arrow 3 Editor Panel Arrow 4 Options Button Arrow 5 Options and Credit Button Arrow 6 Exit Switch Click the Command panel to open the Command Screen to play a CCM instructional or user created engagement See Command screen on page 4 for further information about using the Command screen Click the Editor panel to open the CCM Game Editor The Editor is where user created engagements are produced See Scenario Editor page 58 for more information about using the CCM Game Editor Click the Options button to open the CCM Game Options menus Click the credit tab to view information on the developers of CCM Click the Exit switch to exit Close Combat Marine Alternatively players can use the keyboard shortcut Alt F4 to close CCM CCM can be minimized to Windows taskbar using the Alt Tab or Windows key shortcuts Command Screen Screen Arrow 1 Engagements Arrow 2 Engagement selection COMMAND Hodal j Fight 3 18 ool Fagit L ih Mbcocholles F Fight 7 11a INSTHLETIONAI medale F F
58. ted 2 To connect to the HOST the JOINER clicks the JOIN button When the JOINER does so his button turns red and both the HOST and JOINER hear the voice cue Connection Established At the same time 3 The scenario name is displayed again on the JOINER screen 4 The JOINER default handle is displayed in red on the player roster 5 The JOINER IP address is displayed on the lower left of his Multiplayer screen 6 And the CHAT button appears in the lower left corner on both the HOST and JOINER player s screens Continued on next page 74 Multi Player Continued ere iT TOSI if Me AT Ad i T HB p T TP AT HF y Changing CLOSE COMBAT MARINES MULTIPLAYER mer HOST HANDLE SCENARIO NAME aoe Anyi J Names I e E ee HOST JGIN DISCONNECT READY CMOR EARI iH E 65 130 113 62 1 When the NAME button on the Multiplayer Screen lights to become available click it to open the CCM Net Name popup window The HOST player s NAME button becomes available after he clicks the HOST button on the Multiplayer Screen JOINER player s NAME buttons become available after they establish a multiplayer connection to the HOST 2 Type anew player name 3 Click OK 4 The new player name will appear in red on the player roster Continued on next page 75 Multi Player Continued Chat Feature Denil Dog GOT YOUR KEVLAR SKIVVIES ON GUNN When the first multiplayer CCM connection is estab
59. tillery Barrage Mission icon on the Deployment Screen If so the player can click the icon and then click the map to pre plan 1 mission Continued on next page 12 Deployment Screen Continued Course of Action continued 5 To switch to the Overview Map Screen click the magnifying glass icon In Deployment the Overview Map displays the player s BG units as NATO style icons on the entire Battle map Units can be re deployed and issued pre battle commands on the Overview Map in the same manner as the Deployment Screen The Overview Map also allows players to have the widest field of view when dragging out fire lines to check LOS Qua ntioos e Click the magnifying glass icon on the Deployment and Battle screens to open the Overview Map Screen OVM In deployment the OVM indicates the player s deployment zones as non shaded portions of the map The player s units are depicted with NATO style icons The player s units may be selected re deployed and issued commands on the OVM in the same manner as on the Deployment and Battle Screens e During battle the OVM also displays spotted Enemy units as NATO icons It is often useful to switch from the Deployment and Battle Screens to the OVM to get the big picture as well as useful information on spotted enemy team types during batile Continued on next page 13 Deployment Screen Continued Course of Action continued 6 The deployment timer starts runni
60. tion Aside from effective command players can improve Marine morale by successfully ambushing the enemy Infantry teams that destroy enemy tanks also get a morale boost Moving a team with reduced morale out of enemy LOS and Fire also helps increase Marine s morale As the battle progresses Marines may lose morale Receiving enemy fire friendly leader and enlisted casualties or being heavily outnumbered by enemies in close proximity reduce a Marines morale Eventually a Marine may panic retreat from the battle or even surrender to the enemy Marines that become broken will rally after a period of time Broken Marines outside the Command influence radius of a leader will take longer to rally Sometimes Marines get separated from their units during movement or if they become broken Separated Marines will use their own initiative to rejoin their units This process can be expedited by moving that team closer to the separated Marine The presence of effective commanders assists in keeping Marines from becoming separated from their units as well as in reuniting separated Marines with their units 46 Battle Map KOCOA The map scale is 10 pixels equal 2 meters The battle map graphic is coded as a certain type of terrain on an invisible 2x2 meter grid Every 2x2m 10x10 pixel area of the map has a specific terrain type and elevation value galeria OPTIONS MARY Right click and drag the cursor on the map to disp
61. ty presents Teams moving fast are more vulnerable to enemy fire than moving teams When a team moving fast reaches its destination the Move Fast dot disappears and a voice cue and text message announce the completed movement After carrying out the Move Fast order the team assumes Defend status in the direction of its movement Continued on next page 32 Orders Menu Continued Move Covert The MOVE COVERT order is represented by a yellow line stretching from the selected team being issued the order to an invisible cursor The white numbers at the end of the Move Covert line measure the distance in meters from the team to that point on the map Scroll the mouse and left click to place a yellow Move Covert dot on the map location intended as the team s destination When the Move Covert dot is placed the team will advance toward that point as cautiously as possible The team s rate of movement literally a crawl is affected by the terrain it crosses enroute Teams moving covertly do not initiate combat or assault if the opportunity presents Teams moving covertly are more vulnerable to enemy fire than stationary teams When a team moving covertly reaches its destination the Move Covert dot disappears and a voice cue and text message announce the completed movement After carrying out the Move Covert order the team assumes Ambush status in the direction of its movement Continued on next page 33 Orders Menu Continued
62. xample when box 2 is checked the Force Mix Screen displays the roster of 15 available battlegroup slots for the Opfor 2nd platoon Battle Operation Name Battle Operation Description Cancel 4 Clicking the NEXT button on the Force Mix screen opens the Save Scenario window Type a name and description for the edited engagement and click OK to save it The new engagement is then available for play in the roster of User Created Engagements 67 Multi Player Connection Coordination IP Address Connect to the Internet or LAN per SOP For Internet connections use Instant Messaging Email Websites Fax or Telephone to arrange online multiplayer CCM sessions 2 6 players can connect over the internet or by LAN to play CCM One player must act as HOST and communicate his IP address to the JOINER players It is recommended that the player with the fastest upload connection speed act as HOST In general cable modem internet service has faster upload speed than DSL which is faster than dial up internet connections The HOST player can determine his external IP address by several methods Windows 2000 XP users can click the START button click RUN type cmd in the RUN window and click OK Then in the command line DOS window type ipconfig and press the Enter key Windows 98 ME users click Start type winipcfg in the Run window and then click OK e There are web sites such as whatismyip com and
63. y clicking on the TEAM button on the Battle toolbar clicking the scroll arrow to the immediate right of the Message Monitor using the F5 keyboard shortcut or selecting the appropriate checkbox under the Game Play tab on the Options Menu There are 15 slots on the Team Monitor available to display data on the maximum of 15 teams per player allowed in CCM Unused team slots are left blank i DEFENDING m e mE pnan EE The Team Monitor displays 5 items of information about each friendly team e team type icon e team name player created or default e action order status e team cohesion e color coding of action order and cohesion Color coding in CCM is based on the following categories Green Good Yellow Fair Red Poor Black None Color coding of the action order status text is e Green text indicates that the team is following the player s last order e White text as in the example above DEFENDING indicates that the teams is in a default order status e Red text indicates a team whose Marines are all KIA or incapacitated Continued on next page 19 Situational Awareness Continued Arrow 3 Team Monitor continued The selected team s slot on the Team Monitor is outlined in yellow When a team is pointed to with the cursor its Team Monitor slot is highlighted in white Clicking once on a Team Monitor slot e selects that team e outlines the
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