by enemy fire; or Panicked when surrounded by dead comrades, wounded or near enemy flamethrowers. The use of a psychological model made certain tactics, common in RTS games where the units will follow suicidal orders, impossible in Close Combat. For example, attempting a "rush" in Close Combat would result in units seeking cover, refusing to obey orders or even deserting. Experience: In Close Combat, reserve units or newly replaced troops would fire and move more slowly and be more likely to panic. Because of this, they would be unlikely to prevail against veteran troops. This is unlike most RTS games where all troops of a particular type act similarly. Ammunition levels: The game also modelled the amount of ammunition each unit possessed. Troops in a heavy fire-fight would quickly run out of ammunition. Once out of ammunition they would resort to bayonet fighting, or surrender to any enemies that approached them, although they could also scavenge weapons or ammunition from fallen friendly and enemy soldiers. This is in contrast to most RTS games, where units have unlimited ammunition supplies. Scavenging: Starting from the third installment in the series, soldiers that expended all ammo could be moved into close vicinity of dead soldiers to take their ammunition. If no ammunition was present at times they would pick up whatever weapon the dead soldier had. Enemy weapons could be picked up as well. However, enemy ammo cannot be scavenged by itself. Physical state: In Close Combat, troops could be Healthy; Injured by enemy fire (in which case they would move and fire more slowly); Incapacitated if enemy fire caused the soldier to be unable to fight; and finally Dead. This is in contrast to most RTS games, where units fight and move regardless of their closeness to death. Stamina: In Close Combat, troops could be Rested; Winded after exerting themselves, in which case they would move slowly until they were rested again; and Fatigued, after prolonged exertion, slowing them down for the rest of the battle. This is in contrast to most RTS games, where units do not tire. Tactics The factors above meant that the game required realistic military tactics, such as careful placement of troops in cover, ambush, advancing under cover and using terrain or smoke-screens to cover advancing troops. Effective management, such as keeping teams near their officers, not sending green recruits on assaults and maintaining fire discipline so