• A total force strength of roughly a division on
each side is playable.
• Commanders and their staffs rated for Leadership,
Organization and Aggressiveness, which impacts on both the operation
and battles they fight.

• The ability to define many roles within a single
campaign, allowing the player to interact with both humans and AIs on
both sides of the operation.
• An operationally focused Artificial Intelligence
that can take over the troops for one or a number of roles within the
game.
• Multi-Multiplay support that allows for numerous
human players against either the AI or other people or a combination
of both.

• A Multiplayer engine for coordinating the movement
of multiple roles and players.
• The ability for a unit to gain experience with
combat success and earn medals for successful actions.
• Tracking of casualties and awards throughout the
campaign.
• The ability to save an Order of Battle at the
completion of a campaign.
• The ability to preview what units will appear
in Combat Mission, and their current state of readiness and experience.
• Accurate unit portraits based on Nationality,
Division and Rank, and the ability to have custom portraits for specific
officers.

• Readiness system that combines fitness, fatigue
and the actions and battles a unit fights to determine an overall level
of effectiveness.
• A range of commands including moving to attack,
traveling, entrenching, resting and all round defence.
• A command that allows a unit to be in Tactical
Reserve, ready to move to the assistance of other units in the area
under certain circumstances.
• Artillery in support of other units, resulting
in the appearance of Forward Observers on the battlefield.

• The ability to coordinate orders around 'H Hours'
to move or begin an assault.
• Transportation of troops using a range of vehicles
such as Trucks, Horses, Bicycles, Half Tracks and Motorbikes.
• The ability to direct subordinate commanders,
human or AI.
• Exacting Fog of War system, showing limited information
due to the visibility of enemy troops, but also taking into account
the time to transfer information from one unit to another, the types
of signals involved, and the inertia in large units being able to respond
to new orders.
• The ability to review the historical progress
of the game, including an ever improving operational view of 'What Really
Happened'.
• The ability to send messages in between commanders,
including the delay of those messages based on communication mechanisms
used.

• Communications paths based on the use of radios
of varying quality and type including telephones, vehicles, horses,
skiers and runners.
• A 'who Can I See' mode which shows the areas
of the operational map that are currently visible to each unit, and
which therefore may contain visible enemy units (depending on their
size, orders and current weather and time of day conditions).
• A 'Who Can See Me' mode which shows the areas
from which each unit can be seen.
• Scalable Fog of War settings to increase or decrease
realism.

• Tactical Battlefields of up to 4 square kilometers
in size, and Operational areas of several hundred square kilometers.
• Victory Locations at the operational and tactical
level.
• Varying weather and its impact on the Ground
Condition, Movement and Visibility.
• Battlefield sounds that reflect the environment
and conditions of the operation.

• An Auto-Combat feature for battles, for when
the battle is not worth playing out in CMBB.
• Supply Availability and the gradual depletion
of resources, including Ammunition; Petrol, Oil and Lubricants; and
Basic Supplies such as food, water, medical supplies.
• Full Map, Order of Battle, Turn, Time of Day,
and Weather Editors all included.
• Map Editor allows 9 Different Ground Conditions
(Deep Snow, Snow, Light Snow, Deep Mud, Mud, Wet, Damp, Dry, Very Dry)
plus a variety of terrain types including Cities/Towns,, Villages, Farmlands,
Marshes, Light and Densely Rocky and Wooded areas plus Dirt and Paved
Roads and Railways.
• Map 'extras' allowing the Operational maps to
be adorned with extra detailed graphics like cows, sheep, telegraph
poles and more.
• A weather editing program that allows historical
weather conditions to be accurately reflected in the game.

• An Order of Battle Editor enabling the selection
of a range of German and Russian troop types and formations.
• The ability to save and load standard formation
types.
• A Turn Editor which allows for the game to run
with several different turn lengths (in hours), including the allowance
of different turn lengths for different times of day.
• A Time of Day editor allowing for different dark
/ light cycles in different regions of the conflict.
• A Briefings editor that allows for scenario briefings
to be included for all players.
• Integrated Help Menus.