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Posts tagged “communal Combat Mission”

Quitting Qatab: Turn 18

Both the Qatabis and the peacekeepers lose a vehicle during the eighteenth minute of this year's experiment in Combat Mission by committee.(Quitting Qatab is an open-to-all game of Combat Mission: Shock Force 2 in which NATO forces are orchestrated by commenters while Qatabi units are computer controlled. Each daily turn covers one minute of action. For a scenario outline and summaries of earlier turns, click…

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Quitting Qatab: Turn 17

In Combat Mission jubilation can turn to despair in the time it takes to type “WTF”. Pleased as Punch after rescuing Van der Valk, the marooned Dutch airman, the Comment Commanders must now face the consequences of their risky eleventh hour rescue mission – a turn of tense debussing some distance from the relative safety (?) of South Beach.(Quitting Qatab is an open-to-all game of Combat…

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Quitting Qatab: Turn 16

It's difficult to say who finishes turn 16 more surprised.(Quitting Qatab is an open-to-all game of Combat Mission: Shock Force 2 in which NATO forces are orchestrated by commenters while Qatabi units are computer controlled. Each daily turn covers one minute of action. For a scenario outline and summaries of earlier turns, click here)

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Quitting Qatab: Turn 15

Chivalry is alive and well in the corspe-strewn Qatabi town of Al Rayman. With the clock ticking and the lead tanks of an enemy armoured brigade streaming through the western suburbs like hungry hyenas, the Comment Commanders decide to mount an ambitious rescue bid before dashing for South Beach. If the object of the escapade, a Dutch chopper pilot pinned down near the lighthouse, finishes…

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Quitting Qatab: Turn 14

The fact that Protocol III of the Convention on Certain Conventional Weapons prohibits the use of white phosphorous munitions in civilian areas, concerns the Comment Commanders but doesn't, in the end, stop them from ordering the Challenger 2 to target a suspected enemy position near North Beach with WP. Ultimately it's CMSF2 itself that steps in and prevents a potential digital war crime. For reasons…

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Quitting Qatab: Turn 13

Triskaidekaphobia is a luxury the time-poor Comment Commanders can't afford. With the scenario deadline (turn 20) hurtling towards them like an RPG-7 with a Wiesel to catch, the fleeing peacekeepers spend minute #13 hunting three foes who, they believe, simply have to be eliminated before a dash to South Beach can be contemplated. Do they manage to remove the roadblocks? You'll never know unless you click where it…

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Quitting Qatab: Turn 12

From here on InstiGator will be known as Deviator. Our HQ Amphibious Assault Vehicle was asked to scoot beachward in turn 12 using the houses on row 75/76 as bulwarks against AT-14 attack, but for reasons known only to herself she decides to risk her life and the lives of her eight passengers by plumping for a far more dangerous route.(Quitting Qatab is an open-to-all game of…

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Quitting Qatab: Turn 11

The Challenger 2 loses around 17 kilograms in weight during the course of this turn, and the Al Rayman lighthouse approximately 800 bricks. These two facts are not unconnected.(Quitting Qatab is an open-to-all game of Combat Mission: Shock Force 2 in which NATO forces are orchestrated by commenters while Qatabi units are computer controlled. Each daily turn covers one minute of action. For a scenario…

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Quitting Qatab: Turn 10

Mars helps those who help themselves. Realising that eager rescuers aren't exactly queuing up, our out-on-a-limb Dutch aviators resort to Shanks' pony in turn 10. Their cross-town hack starts encouragingly. They dart across the riverside road seemingly unobserved. A short canter through Off Piste, Qatab's only ski wear emporium, and Not Piste, the non-alcoholic bar next-door, brings them into an overgrown back garden and it's here where things begin…

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Quitting Qatab: Turn 9

No disrespect to The Bard of Avon but I reckon QQ's balcony scene knocks spots off Romeo and Juliet's one.(Quitting Qatab is an open-to-all game of Combat Mission: Shock Force 2 in which NATO forces are orchestrated by commenters while Qatabi units are computer controlled. Each daily turn covers one minute of action. For a scenario outline and summaries of earlier turns, click here)

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Quitting Qatab: Turn 8

1) How many Dutchmen does it take to trash a taxi? 2) When is a dead Infantry Fighting Vehicle not a dead Infantry Fighting Vehicle? 3) Is the device pictured here a) A telescope, b) A bowling machine, or c) An anti-tank weapon more than capable of destroying a careless Challenger 2 tank?(Quitting Qatab is an open-to-all game of Combat Mission: Shock Force 2 in which…

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Quitting Qatab: Turn 7

Apologies. I may have misinterpreted and thus misrepresented the marketplace skirmish. It's possible that the enemy anti-tankist on the roof at redg44 has no beef whatsoever with Stone's snipers. He may just have a thing against hotels. He's certainly eccentric. Having used up all his RPG-29 rockets in attacks on the Lux, the lightly wounded hotelaphobe unholsters his pistol and begins blazing away with that.…

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Quitting Qatab: Turn 6

If you've been cheering on the Qatabis for the past six days, you're going to enjoy today's slice of stop-motion slaughter. When we parted, Deathproof, the AAV with a taste for ditches and sloughs, was racing along road 60 with Metzger's assault squad as accidental passengers. An order tweak applied at the start of turn #6 sharpens her senses but also reduces her speed and increases…

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Quitting Qatab: Turn 5

QQ's first and, quite possibly, last sniper duel finishes with Stone's (no relation) sharpshooters practising their synchronised cowering on the ground floor of the Hotel Lux. Before you judge the lily-livered jarheads too harshly, let me tell you about how the dastardly Qatabis broke one of the golden rules of the sport.(Quitting Qatab is an open-to-all game of Combat Mission: Shock Force 2 in which…

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Quitting Qatab: Turn 4

Those of a sensitive disposition may want to skip today's sixty-second slice of WEGO war. Bayou Belle, one of our five webfooted troop taxis, is pivoting at the start of a pedal-to-the-metal tactical withdrawal when she's socked on the right flank by something substantial and energetic. The speeding warhead halts her progress, slays two of her passengers and incapacitates three others.(Quitting Qatab is an open-to-all…

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Quitting Qatab: Turn 3

Passive spectators since the scenario began, Stone's (no relation) sniper team switch from watching and waiting to scotching and baiting at the start of turn #3. Relocating to rooms on the west side of the three star Hotel Lux, they open fire on a pair of Qatabi marksmen who are hurrying westward to participate in the pacification of Camp Geiger. Both enemies fall before reaching safety.(Quitting…

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Quitting Qatab: Turn 2

A close encounter with a Javelin missile hasn't dulled the aggro appetite of the marketplace T-62. At the start of Turn #2 the Soviet bruiser guns its 580hp diesel engine and sets off, like a bat out of Heliopolis, in the direction of Camp Geiger. The road it's chosen will take it right past a house occupied by 1st Squad - thirteen Marines led by Sergeant…

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Quitting Qatab: Turn 1

Corporal Yuen has the honour of firing the first shot in 2019's communal Combat Mission marathon. Moments after scrambling onto the flat roof of one of Camp Geiger's single-storey barracks buildings, the young Marine Javelineer spots and engages an enemy tank manoeuvring in the marketplace to the east.(Quitting Qatab is an open-to-all game of Combat Mission: Shock Force 2 in which NATO forces are orchestrated…

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Feature: Quitting Qatab

The Flare Path welcomes combative commenters

While the inhabitants of High Ashton, Wiltshire have their annual hedgehog rolling competition, the residents of Balybridge, Cumbria their nettle wrestling day, and the people of Temple Habberjam, Dorset their combination cider festival/Papist hunt, the highlight of the year in the parish of Flare Path is a communal game of top-notch tactical war-em-up Combat Mission. Having relied on first generation Combat Mission titles for the…

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Feature: FIN

Overlordy: Turn 20

When it comes to scenario durations, CMBO is as pedantic as a parks department pedalo führer. Unlike its successors, it always halts battles at precisely the advertised time. Overlordy will have no false dawns... no painfully extended death rattle. The defence of Caent will end in exactly sixty seconds' time.(Overlordy is a 20-turn open-to-all game of Combat Mission: Beyond Overlord in which German forces are…

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