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About Combat Mission Fortress Italy
Combat Mission Fortress Italy drops wargamers into the Sicilian campaign of July‑August 1943, letting them command the full range of American, Italian and German forces that fought there. The simulation stresses realistic physics, high‑detail 3D models and a deep treatment of morale, experience and leadership at the individual soldier level.
Players may choose between continuous Real‑Time action or the classic WeGo system, which breaks combat into 60‑second planning slices. Multiplayer options include LAN, Internet and play‑by‑email, while a Quick Battle mode lets users assemble custom forces on a battlefield of their choice from a wide array of maps.
01 / THE GUIDE
Campaigns and Stand‑Alone Battles
Fortress Italy supplies four separate campaigns and seventeen stand‑alone battles that follow the Allied push across Sicily. Each scenario lists specific objectives that mirror the historical challenges of the 1943 operation.
The engagements feature 38 distinct vehicles and a broad assortment of weapons, many of which appear only in this title, giving players a varied tactical toolbox for the island’s arid, rocky terrain.
- Compare the listed objectives across scenarios to identify recurring tactical demands.
- Swap force compositions between battles to see how the unique Italian equipment influences outcomes.
02 / THE GUIDE
Real‑Time and WeGo Hybrid Modes
Missions can be run in continuous Real‑Time or in the WeGo hybrid, where each player plans a 60‑second segment before the game resolves both sides simultaneously. This design supports both fast‑paced and deliberative play styles.
WeGo also offers turn replay, hot‑seat play on a single PC, and play‑by‑email matches, while Real‑Time and WeGo games can connect via LAN or Internet for head‑to‑head competition.
- Use the turn‑replay function to study enemy decisions after a WeGo round.
- Try hot‑seat sessions to practice coordination without setting up a network.

03 / THE GUIDE
Unit Representation and Damage Modeling
All units appear one‑for‑one in a 1:1 scale using high‑resolution polygon models that include articulated suspensions and animated hatches, giving each vehicle a distinct visual presence.
Damage is tracked per subsystem, with ballistics, armor penetration and post‑armor effects derived from detailed real‑world data, avoiding generic hit‑point tables.
- Watch how subsystem damage affects when a vehicle loses combat effectiveness.
- Notice how different ground conditions affect suspension animation during movement.
04 / THE GUIDE
Soft Factors and Tactical AI
Experience, morale, leadership and similar attributes are modeled for each individual soldier, shaping how units react under fire and influencing command decisions throughout a battle.
The Tactical AI assigns a unique spotting view to every soldier, preventing a single sighting from instantly informing the entire force and preserving a realistic fog‑of‑war.
- Track morale shifts after sustained casualties to anticipate possible unit withdrawals.
- Position scouts to extend line of sight, taking advantage of the individual spotting system.
05 / THE GUIDE
Map/Scenario Editor and Quick Battle System
A robust map and scenario editor lets players design their own battles or full campaigns, designing terrain and tactical situations to match any concept they wish to explore.
Quick Battle lets users assemble a custom force and launch a deliberate or randomized engagement on a chosen map, providing a sandbox for testing tactics outside the scripted scenarios.
- Fight in different weather conditions to see how rain or mud alters unit mobility.
- Create mixed‑force Quick Battles to discover unexpected synergies between different national units.





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