Quitting Qatab: Turn 16

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It’s troublesome to say who finishes flip 16 extra stunned.

(Quitting Qatab is an open-to-all game of Combat Mission: Shock Force 2 through which NATO forces are orchestrated by commenters whereas Qatabi models are pc managed. Each every day flip covers one minute of motion. For a situation define and summaries of earlier turns, click here)


Van der Valk, the Dutch airman who, at T+60, finds himself again amongst buddies and, for the second at the very least, out of hurt’s manner.

The crew of Deviator – or ‘Extricator’ as I insist she’s identified any longer – the AAV that pulled off the audacious rescue.

The Qatabi fighters who watched with open mouths and lowered weapons not as soon as however twice as Extricator barreled previous.

Me, the pessimistic Games Master, who spent the flip ready for the grubby smoke path of an RPG, the abrupt window-rattling clap of an explosion, and the grim sight of a caterpillared anvil burning merrily in a slim Al Rayman avenue.

We’ll by no means know precisely how necessary the suppressive fireplace of Chally and the Scimitar was to the success of Operation Oranjeboom.

Apart from a quick spell when their consideration shifted to extra fast issues (at T+45 they discover a sniper’s sidekick shifting about contained in the redr52 constructing and redirect their coaxial MG fireplace accordingly) the 2 British AFVs cowed and clobbered identified enemy positions round North Beach fairly diligently.

Persuading 5 unflustered Americans to board Ample Annie proves far much less simple than persuading one alarmed Dutchman to board Extricator. Down on the beachhouse difficult topography, overstretched pathfinding code, a comparatively inexperienced CMSF2 participant, and a wargame order system not designed with advanced, time-sensitive WeGo taxi simulation in thoughts conspire to provide scenes which might be extra Benny Hill than Hamburger Hill.

By the tip of flip, Annie has gathered up Boatwright and moved nearer to the seaside, however 2nd Squad’s A Team continues to be to embark.

The amalgamation of Yuen and Swamp Thing occurs a little bit later than I might have appreciated, however by flip’s finish our most westerly AFV is lastly beachbound.

Judging by the hair-raising manner Swampy’s driver swings his corrugated crawler onto 73 avenue, he’s conscious of the crimson tank-emblazoned icons which have been shifting steadily in his route for the reason that begin of the flip.

The scary scarlet squares first seem within the neighborhood of the date palm plantation subsequent to Camp Geiger. At T+60 essentially the most athletic/aggressive one is a stone’s throw from the park, tucked behind an abode at F74.

Blimey, I nearly forgot to say Quidditch!

In the dying seconds of the flip, an unfamiliar English-accented voice interrupts radio chatter associated to rendezvous factors and armour sightings with the next:

“All call signs. This is Quidditch Five Zero. Apache inbound from the east. ETA one minute. Standard weapons load. How can I help you?”