This demo includes 2 scenarios (one being a tutorial), full multiplayer modes, and game editor (but no save).
Demo includes :
Two scenarios which can be played from either side
One of the scenarios is designed as a tutorial to familiarize players with the game system
The second scenario involves a mix of a US Stryker/Tank force encountering a Syrian Mechanized Infantry force showcasing battles set in a open, rural environment
All multiplayer modes are active (TCP-IP, PBEM, Hotseat)
You can access the full Game Editor, but the save function is disabled.
The full game manual is included
The computer games series "Combat Mission" has received much acclaim from the gaming community for its simulations of tactical battles. Its fans span the globe and "Combat Mission: Shock Force" is described as the pinnacle of the series where the developers have poured years of experience into the game and its entirely new engine.
This tactical military simulation depicts a hypothetical near future conflict between NATO and Syrian forces in Syria.A highly story driven semi-dynamic Campaign, from the US perspective, offers a completely new experience for "Combat Mission" fans. Each battle include a detailed Mission Briefing outlining specific Objectives, which can range from taking a particular spot on the map to retaining force cohesion. The Objectives for each side can be different, allowing each side to fight according to its own goals rather than a single set common to both.
Even though Combat Mission Shock Force is focusing on a future hypothetical conventional war, it would not be complete without the inclusion of some basic elements of unconventional warfare. It is an unfortunate fact that the lines between conventional and unconventional warfare are blurring today. Partly due to the strength of the western forces in the area of conventional warfare, unconventional methods are more and more the big equalizer for the opposing force.
As game designers the challenge for us is to add the various elements of unconventional warfare, such as IEDs (improvised explosive devices) or spies, in a realistic way, while preventing them from unbalancing the rest of the simulation. The imbalance could swing either way – if not powerful enough, unconventional elements might be a mere nuisance, only adding micromanagement for both players without any real purpose. If too powerful, players might be tempted to overuse unconventional tactics, thus pushing the limits on what the game is designed to simulate.And that is a conventional warfare setting with an unconventional component, not the other way around.