Posts Tagged ‘AAR’

Overlordy: Turn 14

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Thus far the Comment Commanders have sustained very few infantry casualties. In the west the bulk of Lt. Nerbul’s rifle platoon, together with a flamethrower team, wait patiently for the Englanders to emerge from ‘West Wood’. In the centre, Larcher’s pioneers are in the process of evacuating the blazing hotel, while, close-by, the lion’s share of Schenck’s recently arrived paratroopers endeavour to influence the furious firefight raging in the middle of Caent. During the course of Turn 14 one part of this tiny tank-short Kampfgruppe goes from intact to in tatters.

(Overlordy is an open-to-all game of Combat Mission: Beyond Overlord in which German forces are orchestrated by commenters while British units are computer controlled. For a scenario outline and summaries of earlier turns, click here). Read the rest of this entry »

Overlordy: Turn 13

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There’s a firebug loose in Caent. Last turn it torched the village’s oldest/holiest building. This turn it… well, if you heed the red recommendation below, you’ll find out.

(Overlordy is an open-to-all game of Combat Mission: Beyond Overlord in which German forces are orchestrated by commenters while British units are computer controlled. There’s a scenario outline plus summaries of earlier turns here). Read the rest of this entry »

Overlordy: Turn 12

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Operation Overlord’s rising tide is lapping against the ivied walls of the hotel in the centre of Caent. Though every room is occupied and the sign on the door clearly says “COMPLET” the British seem determined to stay there. Perhaps a blizzard of Maschinenpistole fire laced with the odd Stielhandgranate will persuade them to look elsewhere for accommodation.

(Overlordy is an open-to-all game of Combat Mission: Beyond Overlord in which German forces are orchestrated by commenters while British units are computer controlled. For a scenario outline and summaries of earlier turns, click here).

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Overlordy: Turn 11

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“If you want something done right, do it yourself!” mutters Unteroffizier Stein as he snatches the bag containing C Squad’s last demolition charge and darts out of the door of the hotel. Seconds later he scampers back into the lobby without his burden and with a seething cloud of dust and smoke in hot pursuit.

(Overlordy is an open-to-all game of Combat Mission: Beyond Overlord in which German forces are orchestrated by commenters while British units are computer controlled. For a scenario outline and summaries of earlier turns, click here). Read the rest of this entry »

Overlordy: Turn 10

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Things are really hotting up in this year’s communal Combat Mission clash. During the weekend, the British stopped probing and began pushing. When the clock froze yesterday, our Pak 38 AT gun had a Cromwell’s rump in its sights, the Hetzer was disentangling itself from a dispiriting duel with a Churchill, and our off-map mortar battery was doing its best to break up a worrying enemy infantry concentration in the centre of the map.

(Overlordy is an open-to-all game of Combat Mission: Beyond Overlord in which German forces are orchestrated by commenters while British units are computer controlled. For a scenario outline and summaries of earlier turns, click here) Read the rest of this entry »

Overlordy: Turn 9

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After a slow start the Allied juggernaut is now within spitting distance of Caent. Turn 9 promises to be eventful. Can the Comment Commanders’ thinly spread anti-tank assets blunt the British spear? Can their off-map mortar battery splinter its human shaft? Let’s find out.

(Overlordy is an open-to-all game of Combat Mission: Beyond Overlord in which German forces are orchestrated by commenters while British units are computer controlled. For a scenario outline and summaries of earlier turns, click here) Read the rest of this entry »

Overlordy: Turn 8

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The warm glow of satisfaction generated by Turn 7’s successes (One slain Stuart and two seen-off Cromwells) begins dissipating thirty seconds into Turn 8 and by the sixty second mark is a distant memory. It looks like the daring sally that cost the British one light tank and bagged them an armoured car and a halftrack was just the prelude to something much more concerted.

(Overlordy is an open-to-all game of Combat Mission: Beyond Overlord in which German forces are orchestrated by commenters while British units are computer controlled. For a scenario outline and summaries of earlier turns, click here) Read the rest of this entry »

Overlordy: Turn 7

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For the last 24 hours nothing has moved on the Overlordy battlefield. Bullets have refused to leave barrels. Flames have refused to writhe. Sweat and blood droplets have hung grimly to nose ends and fingertips. One dab of CMBO’s ‘GO’ button will restart the clockwork… sanction another sixty seconds of savage clamour. Are you ready to re-enter the maelstrom?

(Overlordy is an open-to-all game of Combat Mission: Beyond Overlord in which German forces are orchestrated by commenters while British units are computer controlled. For a scenario outline and summaries of earlier turns, click here) Read the rest of this entry »

Overlordy: Turn 6

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You know that nippy 8WD armoured car of ours? The one that was going to spend the battle keeping tabs on British tanks, and punching neat holes in British APCs and infantry with its garrulous 20mm autocannon? Bad news. Its keeping tabs and punching holes days are over. Sixteen seconds into Turn 6, with a little help from a bold-as-brass blighter called Stuart, it morphed from scrapper into scrapheap.

(Overlordy is an open-to-all game of Combat Mission: Beyond Overlord in which German forces are orchestrated by commenters while British units are computer controlled. For a scenario outline and summaries of earlier turns, click here) Read the rest of this entry »

Overlordy: Turn 5

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What are those two cocky Cromwells up to? Where’s the British infantry? Why did the Stuart stop? Yesterday’s turn posed more questions than it answered. Surely the fleecy fog of uncertainty currently blanketing Caent can’t survive another sixty seconds of battlefield developments.

(Overlordy is an open-to-all game of Combat Mission: Beyond Overlord in which German forces are orchestrated by commenters while British units are computer controlled. For a scenario outline and summaries of earlier turns, click here) Read the rest of this entry »

Overlordy: Turn 4

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The sight of British armour beetling towards the central beach exit has prompted some hurried defensive reconfiguration from the Comment Commanders controlling German forces in this year’s communal Combat Mission game. When the clock stopped yesterday morning, the “unbuttoned” (hatches open) Stuart tank leading the exodus was seconds away from an encounter with a man armed with a scoped Kar98K rifle.

(For a scenario outline and summaries of earlier turns, click here)

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Overlordy: Turn 3

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This year’s communal Combat Mission scenario (click here to catch up on the story so far) incorporates a deadly version of the shell game. The computer-controlled British have a choice of three routes off the beach and the short-of-resources commenter-controlled Germans realistically can’t picket them all. Judging by the distribution of Axis units at the start of Turn 3, the players believe/hope the enemy will favour the westernmost route. Unfortunately, the Brits seem to have other plans. Read the rest of this entry »

Overlordy: Turn 2

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In turn 1 the comment commanders had a chilling glimpse of their adversaries. British landing craft have deposited an intimidating array of tanks on the beach south of Caent, and, doubtless, the armour is accompanied by an equally intimidating infantry force. With their two pillboxes neutralised, the players now have no way of knowing what’s happening on the sands. Will a cagey bit of scouting by their armoured car reduce the intelligence deficit? Read the rest of this entry »

Overlordy: Turn 1

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This year’s communal Combat Mission game utilizes the series progenitor – Combat Mission: Beyond Overlord (2000). Over the next twenty days, using orders issued via comments, volunteers will attempt to prevent British troops freshly landed on the shores of Normandy from taking control of a village close to the coast. The size and composition of the Allied force is a mystery at this point, but we should know a lot more by the end of the turn. Read the rest of this entry »

Communal Combat Mission COs required

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A Combat Mission battle orchestrated by a single wargamer invariably furnishes drama. Replace that lone CO with a band of collaborating commenters and the resulting pandemonium can be astonishingly tense, tangled, and resonant. This year’s communal CM challenge involves the very first CM title – Combat Mission: Beyond Overlord (2000) – and a petite chunk of French coastline in imminent danger of liberation. Volunteers like your good self will, I hope, over the next twenty days, arrange a very warm reception for the British forces intent on establishing a bridgehead in the vicinity of the sleepy village of Caent. Read the rest of this entry »

The Flare Path: Waives and Waves

All that needs to be said about the tragicomic Flight Sim Labs affair has been said several times over. I could add my tuts to the tut heap or write something confessional about the handful of times I’ve found myself mingling with pirates and cracksmen, but I think I’d rather devote today’s FP to sky sailing and semaphore signals, BoBing wargame makers and bobbing whalegame players. Read the rest of this entry »

The Flare Path: PIAT fails and PITA whales

Three of the first four Close Combat games are now back in legal circulation thanks to GOG.com and current licence holders, Slitherine. For years I’ve been telling myself that prolonged exposure to Combat Mission and Graviteam Tactics would make a long-term relationship with Atomic’s top-down tussle series – a series I loved dearly in the late Nineties – difficult today. I now realise I was wrong. Twenty years on Close Combats 2 (aka Close Combat: A Bridge Too Far) and 3 still entertain as consummately as any of the tactics titles that followed them. Read the rest of this entry »

The Flare Path: Thar She Blows!

Half Moby Dick, half Sunless Sea, Nantucket sweats Nineteenth Century nautical drama the way the Charles W. Morgan to this very day sweats Nineteenth Century whale oil. Picaresque’s failure to recreate whaling’s most telling/pathetic scenes (The hopeless marguerite… the confused calf following the whaleship that slaughtered its mother…) worries me, but not sufficiently to cause a rift. I’m in for the long haul. Unlike some of the Flare Path readers who, last Friday, volunteered to crew my ‘new’ barque. Read the rest of this entry »

The Flare Path: Hillocks and Pillocks

Subtle slope textures and a lack of unit bases and battle replays make Field of Glory II a tricky wargame to After Action Report. I can’t promise that today’s aggro account will be easy to follow, but I’ll be mortified if it baffles and bores. The fabulous FoGII is to tedium what Domestos, the Greek god of sanitaryware, is to all known germs. Any wargame correspondent that suggests otherwise deserves to be thrown to the lions. Read the rest of this entry »

Communal Combat Mission: Turn 4

Every year in The Flare Path I run a communal Combat Mission skirmish in which RPS readers attempt to outwit and outfight CM’s decidedly dangerous AI. Turns span 60 seconds and rarely go according to plan. Late-war and Eastern Front, this year’s scrap centres on a German-held Baltic port. It’s been three turns since the commenter-controlled Soviets left their deployment zones, and things are just starting to hot up… Read the rest of this entry »