By Ian Boys

Strategic Considerations
When playing the Grand Campaign, there are a number of operations that you, playing as either side, are not expected to win. That is not to say that it's impossible to do so, just tough. These are generally the missions in which you start with 10 points. That means that if you have overreached yourself on the last day of the previous mission you are going to be completely wiped out on the first day of the next. You will lose you best and most experienced troops. So do what you can to be careful - you may have 500 points one day, but you will have just 10 the next. If you do get into this situation try giving up your wounded units and buying some anti-tank guns to blunt the enemy advance. If necessary you can then retreat before the enemy closes with your foward units. This should buy you some extra points.

Tanks
Now on the tactical level, the tank is the king of the battlefield. Always buy the heaviest you can. In the long run its survivability will mean crew experience increases. A tank that lasts two missions may be cheaper in the first instance - but you will have to replace both the tank and probably the valuable crew.
Identify good tank country from the start. There is almost
always an open flank by which you can reach the enemy rear. In the Stalingrad
Apartment Block map, you can race a tank or two (or five!) across the open
ground to the south to encircle and disrupt the enemy. There are times
when tanks unsupported by infantry will run into problems, most notably
in woods, but mostly it is worth the risk.
Anti-tank Guns
It is a good job the AI doesn't use too many of these. They are lethal. In cover they can often shoot you to bits before you even know where they are. They fit perfectly in those hardened bunkers. They fit neatly in those gun emplacements you find dotted around trenchlines. They do NOT fit in the trenches, however.
Anti-tank guns have a good rate of fire, are protected (a bit) from rifle fire from the front and can, surprisingly enough, shoot holes in tanks. They are vulnerable to annoyed tanks, and therefore they need a bit of thought. This is demonstrated when you start a game. Tanks go to DEFEND state. AT guns go to AMBUSH. That is, largely, how they should stay till a really good shot presents itself.
This can mean positioning the gun perpendicular to the line of advance. German tanks are very vulnerable to side shots. Position the gun to catch the tank as it passes. If it is coming straight for you, give it a burst of machinegun fire from the flank to encourage it to turn its turret, and possibly hull. This may well work if your AT gun is undetected. Then when the probability of kill indicator goes green, fire. One dead tank.
Lastly, use your AT guns against
infantry if you really have to. A 75/76mm shell can spoil someone's plans
for the weekend.
Indirect Fire
Mortars, and their rarer cousin, the rocket launcher, are the only units that can fire everywhere on the map without moving. They can reach behind that hill and into that frozen river bed. They don't always kill the enemy, but they can slow his advance to a crawl. They can kill or wound a couple of his men, maybe the leaders. They can suppress a machinegun nest on a hilltop so your men can get close enough to assault it. They are useful.
So what about that mortar halftrack? It's worth getting for its extra machinegun. It is always useful to have the option of sending a fast vehicle round a flank to induce a surrender or to harrass. It's desperate, but on occasion it can really help.
It is worth mentioning that anti-tank guns make excellent
mortar targets. They don't run away and they are very vulnerable to dropping
fire. The large guns like the AA guns or the 120mm mortars are just asking
for it. No crew protection.
Leaders
Typically I will use two leaders. The main one will be in a tank, with a big command circle, able to follow the advance or counterattack. The secondary leader will be on foot, on a hilltop or in a stone building, near an AT gun, a machinegun and with a mortar just to his rear. He will keep the fire fast and accurate and keep the men on station. He can then defend against armoured, vehicular and infantry targets.
(Use the spacebar to get the leadership
radius)
Infantry
Very vulnerable to being caught in the open, infantry
should hole up in buildings, trenchlines, foxholes, river beds and gullies.
Run them, quickly, from building to building, usually with an armoured
vehicle nearby, which can return fire if necessary. Crawl them across open
ground. Use all available cover.
The fog of war works very well in Close Combat 3. The ability of a sniper in cover to get off a few shots before being discovered can stall a platoon's advance.
The biggest beneficiary of fog of war is the anti-tank gun. Small guns (including some infantry cannon) can hide very effectively in woods or along hedgerows. It becomes very dangerous to move through woods in armoured vehicles without infantry support. Indeed sometimes a tank has to approach within 20 metres of the AT gun to spot it. It rarely makes it that close. Recently I only spotted an AT gun once the tank was burning and the crew had bailed out and spotted it!
Different units have differing abilities to spot enemy
units. Tanks are the worst. Halftracks and armoured cars fare somewhat
better. Infantry do considerably better. Best of all are the elite scout
units, SS, Fallschirmjaeger, Guards and Airborne. Use them mobile to find
the enemy, especially moving through woods well ahead of armour. Use them
stationary in observation posts like hilltop trenches to spot enemy units
when they begin firing.
Good Units
German:
| Elite Scouts | Great spotting ability, fast movement |
| Sturmgrenadiere (Heavy Inf.) | By 1945 they are armed with Explosives, 4 Panzerfaust, 14 Grenades, Assault MG, automatic weapons and smoke - quite a handful! |
| Combat Engineers | Frighteningly well armed - they will pick up the flamethrower from the dead and keep using it till they are all gone. But caught in the open they will be massacred. Good in woods and jumbles of buildings. |
| Command Team | Keeps your units together and can fight too. The Command 44 team has 2 Panzerfausts, 3 SMG, Assault MG, 8 Grenades and a Sniper Rifle |
| Panzerschreck | Great ability to conceal itself and ambush enemy tanks. Good for use in woods, rubble, buildings and trenchlines. Will knock out almost anything. |
| 88mm AT Gun | Unlike the 88mm AA, this weapon has a low profile and can remain hidden in the right terrain - woods & rubble. It packs an amazing punch. |
| 81mm Mortar | High rate of fire, good accuracy and enough ammunition to make a difference. Can reach anywhere on the map. |
| Mk IV D Tank | Surprise inclusion - early in the war use the short 75mm again buildings, trenches and infantry. Good mobility and lots of MGs. Not good against tanks. |
| Ferdinand | When it appears mid-War, the frontal armour is nearly undefeatable, while it can hit and kill all its opponents. Use at long range, eg from the hill top left on the "Kursk Town" map. |
| King Tiger, Jagdtiger | Not very mobile, but they can stand up to the Josef Stalin tanks and everything else. Place in the forward edge of a wood if possible, because the slow reload times means you will need to get the first shot. |
| Panthers | Fast and well armed, they are the tank of choice from their appearance, until they become outclassed by the Josef Stalin series. They have good armour and high muzzle velocity - built to survive. |

Russian:
| Command Team | In 1944 and '45 these units are also armed with medium machineguns |
| Combat Engineers | The Guards Airborne Combat Engineers already have maximum morale and experience when you buy them. They are also armed to the teeth! |
| AT Rifle | The Russian surprise inclusion. Not only are they cheap and a good deterrent to German halftracks, they function well as snipers. Stick them in a stone building on the edge of a village and let them reach out and touch someone. |
| M9 Rocket Launcher | Bazooka - stick in cover in ambush state and aim at Pz IVs. The Bazookas should win. The rate of fire isn't bad and they do quite a bit of damage. They can be put to good use in a reverse slope defence on the open Prokhorovka Ridge map. |
| 57mm AT Gun | Surprising amount of penetration for its size. Also good concealment |
| 82mm Mortar | High rate of fire, good accuracy and enough ammunition to make a difference. Can reach anywhere on the map. |
| KV II Tank | The crew quality is appalling - but kept back out of harms way the 152mm gun is devastating against infantry targets. The gun will destroy early German tanks, but their rate of fire and mobility mean it usually won't get the chance |
| T-34 Tank | Early in the war the T-34 '41 outclasses most German armour. Even towards the end of the war, the T-34 85mm is a tough opponent. Use in groups, with group fire on one target. |
| SU-152, SU-122 | Like the JSU variants later in the war, these vehicles provide good anti-tank and anti-infantry weapons in a tough shell. They are hampered by their reloading times and few MGs, but are worth getting to mix in with your tanks. Impressive against a stone building. The rounds are also big enough to fire at the corner of a house from which fire is coming. You need not have spotted the enemy soldiers - a 152 mm shell will still get them. |
| Josef Stalin Tanks | The qualities of these tanks are self-evident - armour and firepower. |

Bad Units
German:
| Nashorn | Great gun - terrible armour. Attracts incoming fire like a magnet. |
| PzKw 35T | Why would you bother? Get a proper tank. |
| Mineclearer (Mk IV) | There are only two minefields in the whole game and they already have holes in the right places. |
| Marder | See "Nashorn" above. |
| Wurframen Rocket Halftrack | Great destruction - can work wonders. But at one shot per game, given the long reload times, not worth it. |
| 88mm AA Gun | Great weapons - but no real chance at concealment. Destined not to survive. Get a good AT gun instead. |
| Heavy Machineguns | Take ages to move and not too much ammunition. The Germans excelled at mobile firepower, so just get an MG34. Does the job. |
| 120mm Mortar | Inaccurate, low rate of fire, not mobile enough, too little ammo. |
| 50mm Mortar | Has its good points. Just can't remember any. |
| Flamethrowing Halftrack | Looks great. Potentially the meanest vehicle out there. But anything it has to get that close to can kill it. Decent machine guns, grenades, AT rifles, determined infantry - so you spend the battle waiting for the right moment and trying to protect it. Use Combat Engineers or the Flamethrowing Hetzer. Although I once got a great kill on an SU-85 with one of these. The target was looking the other way. |
| Flamethrowing Soldier | Generally won't make it into useful range. Usually gets shot as he approaches the target. Perhaps good in an ambush, but in practice not flexible enough. |
| Halftracks | Apart from the Mortar halftrack, which can hide, the others are too vulnerable. If you can guarantee you are just up against infantry - fine! But when there can be an AT gun in every treeline? |
Russian:
| SU-76 | If you've ever seen a photo you'll know why. It's no more protected than an AT gun, and lacks the latter's concealment ability. It doesn't make up for that with mobility. Just get a tank or SU-85. |
| Mineclearer | Both the minefields in the game protect Russian positions. Why would you want to make even more holes in them? In practice you don't need them. |
| AA 85mm Gun | Your AT guns early in the war may not pack as large a punch, but nor will they attract as much attention. |
| Sherman | Fast, but not enough armour to stand up to German tanks. In France 1944 the Americans estimated 5 Shermans to one Panther. Don't bother. |
| Armoured Cars | Get tanks. Even cheap ones. Anything. |
| MG Carrier | It won't carry troops. So it's no good. |
| Flamethrowing Soldier | Generally won't make it into useful range. Usually gets shot as he approaches the target. Perhaps worth hiding in the Stalingrad factories. |
Last but not least
It is very tempting in the final Reichstag map (if playing as the Russians) to invest heavily in JSU-152s and other heavy metal. Just remember that the final victory location is inside the Reichstag and can only be reached by infantry. A determined opponent with combat engineers and heavy infantry could steal your final satisfaction.