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			<title>Games lately.</title>
			<link>http://forums.gamesquad.com/blog.php?b=809</link>
			<pubDate>Wed, 17 Mar 2010 01:49:56 GMT</pubDate>
			<description><![CDATA[Such a great time to be a gamer. I just finished Assassin's Creed 2 for the Xbox, and besides a few annoyances, the game is excellent. I would go as...]]></description>
			<content:encoded><![CDATA[<blockquote class="blogcontent restore">Such a great time to be a gamer. I just finished Assassin's Creed 2 for the Xbox, and besides a few annoyances, the game is excellent. I would go as far as to say that AC2 is the model of how to make squeals, it's that good. I dropped AC2 in the mail today so hopefully I will get the next game on my Gamefly Q which is Prototype.<br />
<br />
Next up for me is Dawn of War II: Chaos Rising for the PC, a game that I have been looking forward to since it has been announced. I played through DoW II last week in preps for Chaos Rising, but made the mistake of trying out AC2 while waiting for Chaos Rising, which became a week long addiction.<br />
<br />
I am still playing EVE Online if only a bit casually. The beauty of that game is that my character still progresses even while not logged in. Again, now that I am done with AC2 I now have some time for EVE.<br />
<br />
Right now the multiplayer game of choice for me is Battlefield Bad Company 2, a fun yet frustrating fps. One thing is for sure, it is not anything like Modern Warfare 2, and that's not a bad thing. I have also been dabbling in some Bioshock 2 multiplayer as well. I really enjoy B2's online play, it's so much fun and reminds me of old Unreal Tournament. Not a surprise since the developer of that game did the multiplayer for B2. It's just too bad that the PC version uses the peer-to-peer matchmaking from the consoles, so it can be a bit hard to find matches.<br />
<br />
Well thus wraps up my not that interesting and somewhat informative post on what I have been playing!</blockquote>

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			<dc:creator>jayedub7423</dc:creator>
			<guid isPermaLink="true">http://forums.gamesquad.com/blog.php?b=809</guid>
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			<title>midway questions</title>
			<link>http://forums.gamesquad.com/blog.php?b=808</link>
			<pubDate>Sun, 14 Mar 2010 17:03:32 GMT</pubDate>
			<description><![CDATA[played around with this game for a couple of days ; I'm enjoying it, a nice tactical feel to carrier battles! 
 
1. I have a few F4F's on patrol...]]></description>
			<content:encoded><![CDATA[<blockquote class="blogcontent restore">played around with this game for a couple of days ; I'm enjoying it, a nice tactical feel to carrier battles!<br />
<br />
1. I have a few F4F's on patrol circle my formation , then we spot an incoming IJN wave ;  so I click on the f4f, then right click towards the ??? radar reports location, when my f4f arrive near the enemy it seems I have to click on an exact enemy aircraft to get them to attack....and afterwards they seem to wander off and I have to reclick on another victim ... W As D?<br />
<br />
2. Also how can I get &quot;lost&quot; squadrons to land on a different carrier after their homebase ship gets sunk?<br />
<br />
3.  On another subject, by adding aircraft to guadacanal 1.04 what other scenarios would this add?<br />
(Santa cruz and E. solomons already on Midaway...)<br />
<br />
thanks for a great game</blockquote>

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			<dc:creator>pkpowers</dc:creator>
			<guid isPermaLink="true">http://forums.gamesquad.com/blog.php?b=808</guid>
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			<title><![CDATA[Neptune's Pride]]></title>
			<link>http://forums.gamesquad.com/blog.php?b=806</link>
			<pubDate>Sun, 14 Mar 2010 03:04:55 GMT</pubDate>
			<description>Image: http://i226.photobucket.com/albums/dd70/CrusaderScott/NeptunesPride07.jpg  
 
Wow.  This might be a first.  I think I finally found a...</description>
			<content:encoded><![CDATA[<blockquote class="blogcontent restore"><div align="center"><img src="http://i226.photobucket.com/albums/dd70/CrusaderScott/NeptunesPride07.jpg" border="0" alt="" /><br />
<br />
<div align="left">Wow.  This might be a first.  I think I finally found a browser-based game I could get into!  It’s still early yet – I’ve only been a space admiral for a few hours – but what I’ve seen of Neptune’s Pride (beta) is alluring to say the least.<br />
<br />
What is Neptune’s Pride, you ask?  Well, it is a 4X science fic…it’s Diplomacy in Space, okay?  That’s the most accurate description.  But therein is found the charm for, as with Diplomacy, the fun is found not in tedious micromanagement, but in sweeping fleet maneuvers combined with devious diplomacy.  The free version of the game allows for eight players to fight it out in a relatively spacious galaxy with the winner being the first person to conquer 51% of the galaxy.  <br />
<br />
<div align="center"><a href="http://forums.gamesquad.com/attachment.php?attachmentid=29194&amp;d=1268535706" id="attachment29194" rel="Lightbox_806" ><img src="http://forums.gamesquad.com/attachment.php?attachmentid=29194&amp;d=1268535706" border="0" alt="Click image for larger version

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<br />
<div align="left">As can be seen above, the interface is real simple.  You can research four areas – speed, scanning, range, and weapons - which provide the obvious benefits.   Turns largely consist of improving your planets' science, economy or industry ratings for a fee that is deducted from your daily income.  What about ship production, you ask?  Automated; this keeps it nice and simple. <br />
<br />
Then comes the fun part: dispatching your fleets.<br />
<br />
<div align="center"><a href="http://forums.gamesquad.com/attachment.php?attachmentid=29195&amp;d=1268535769" id="attachment29195" rel="Lightbox_806" ><img src="http://forums.gamesquad.com/attachment.php?attachmentid=29195&amp;d=1268535769" border="0" alt="Click image for larger version

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<br />
<div align="left">As can be seen in the above picture, Neptune’s Pride has a mechanic that is believe to be sheer brilliance:  the fleets can take hours to reach their destinations!  For example, my fleet, Emperor’s Light, will not reach its destination for another 8 hours and 10 minutes – that’s <i>real world time</i> and not game time.  Now, as you research ‘speed’, you can knock more and more off these ETAs, but it still takes a nice amount of time for your ships to reach their destination.<br />
  <br />
I find this to be brilliant because it sets the pace for the whole game.  Neptune’s Pride is a real time strategy game, but unlike other RTS titles, this one actually does seem to operate in REAL TIME.  This is great because it allows plenty of time to think, to negotiate with other players, and to sweat out your fleet’s rendezvous with destiny.  Even better, because it is real time and not turn-based, you never have to worry about missing a turn – which is a reason why I often avoid these multiplayer games.  As the game is always running, you are free to jump in and out at will.  Got five minutes?  Hand out some movement orders to your fleets.  Got ten minutes?  Use the in-game communication system to trade with allies or negotiate with foes. <br />
   <br />
Again, I am only very early into my first game of Neptune’s Pride, but I see A LOT of potential with this title.<br />
  <br />
Stay tuned for updates!<br />
<br />
For more information, check out here:  <a href="http://np.ironhelmet.com/" target="_blank">Neptune's Pride</a><br />
<br />
And a vid:<br />
<br />
<div align="center">
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</div></div></div></div></div></div></blockquote>

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			<dc:creator>Scott Tortorice</dc:creator>
			<guid isPermaLink="true">http://forums.gamesquad.com/blog.php?b=806</guid>
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			<title>Panzer Campaigns suggestion</title>
			<link>http://forums.gamesquad.com/blog.php?b=805</link>
			<pubDate>Sat, 13 Mar 2010 17:18:32 GMT</pubDate>
			<description>HPS, 
 
How about a game on the Hurtgen Forest? I am glad that some folks might like Sealion, but I am more concerned about actual (as opposed to...</description>
			<content:encoded><![CDATA[<blockquote class="blogcontent restore">HPS,<br />
<br />
How about a game on the Hurtgen Forest? I am glad that some folks might like Sealion, but I am more concerned about actual (as opposed to hypothetical) campaigns/battles. This is just a suggestion.</blockquote>

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			<dc:creator>Erasmus</dc:creator>
			<guid isPermaLink="true">http://forums.gamesquad.com/blog.php?b=805</guid>
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			<title>The More Things Change, The Less They Run</title>
			<link>http://forums.gamesquad.com/blog.php?b=804</link>
			<pubDate>Thu, 11 Mar 2010 18:37:47 GMT</pubDate>
			<description><![CDATA[I've had a big change over the last couple weeks. After a year of hardware struggles (http://rindis.livejournal.com/54500.html), I'm on a new...]]></description>
			<content:encoded><![CDATA[<blockquote class="blogcontent restore">I've had a big change over the last couple weeks. After a <a href="http://rindis.livejournal.com/54500.html" target="_blank">year of hardware struggles</a>, I'm on a new machine. (New to me, the parts are almost all used.) I like building computers as a hobby—it's a pity all my recent builds are out of desperation instead.<br />
<br />
But the real change is that the new system uses Windows 7. Considering that I've been on Windows 2000 for close to a decade, it's big jump.<br />
<br />
But, it's been getting harder and harder to continue on with new software and the old platform. <i>WoW</i> stopped officially supporting W2K with <i>The Burning Crusade</i> (though it runs quite fine on it), and if the current pattern holds, they could stop support of XP with <i>Cataclysm</i> (probably not, but it <i>could</i> happen, and given the relationship between 2K and XP, dropping XP would probably kill 2K's chances of working). So, amidst rumors/horror stories of 7's compatibility problems, I took the plunge.<br />
<br />
Our household, being cheapskates (or rather, broke) uses some positively ancient versions of graphical productivity software. The idea of replacing them is too expensive to contemplate, but they're too old to hold much hope for. Especially with reports of <i>recent</i> versions of Photoshop breaking in Win7.<br />
<br />
Thankfully, these reports seem to be overblown. Photoshop 5.5 and CorelDraw 8 are working fine on my new system.<br />
<br />
But now for the reason why I'm writing <i>here</i>. I've got a collection of old games, that I'm not really done with yet (okay, so I never will be). So, I've gone in and tried to get most of them going. This is a true stress-test, I'm on 64-bit Windows, and I haven't tried any sort of compatibility mode to get them going.<br />
<br />
Organized by year of release....<br />
<b>1996</b><br />
Age of Sail - Will not install *1<br />
Command &amp; Conquer Gold - Will not install *1,3<br />
Command &amp; Conquer: Red Alert - Will not install *1,3<br />
Star General - Will not install *5<br />
<b>1997</b><br />
East Front - Installed and runs fine (!!)<br />
Heroes of Might and Magic Compendium (I &amp; II+expansion) - Will not install *1<br />
Imperialism - Will not install *1,2<br />
Panzer General II - Will not install *1,2<br />
Total Annihilation - Installed and runs fine - However, the two expansions refuse to install *1<br />
<b>1998</b><br />
Jeff Wayne's War of the Worlds - Installed. Game only works a lowest resolution (640x480) - otherwise it crashes when it changes modes. And it did crash once during play.<br />
People's General - Installed, has graphics problem where map does not display, only controls *4<br />
Warlords III: Darklord Rising - Will not install *5<br />
<b>1999</b><br />
Heroes of Might and Magic III - Installed and runs fine. Though it did advise me that I needed WinNT 4 SP 2. And that 2 GB of RAM wasn't enough, I needed at least 32 MB.<br />
Imperialism II - Installed and runs fine.<br />
<b>2000</b><br />
Starfleet Command II - Installed. Will not accept keyboard input for entering CD-key. (USB keyboard issue?)<br />
<b>2001</b><br />
Europa Universalis II - Windows 7 warned of compatibility problems. Need to check on latest patch and/or try anyway.<br />
<b>2002</b><br />
Master of Orion 3 - Installed. Seems to run fine, Win7 was worried that it didn't install correctly.<br />
<b>2005</b><br />
Civilization IV - Win7 warned of compatibility problems. Installed, ran fine, and then I used the in-game patching service, whereupon it died. I need to reinstall without patching and try it out.<br />
<b>2008</b><br />
World of Warcraft: The Burning Crusade - Had trouble with initial patching the first time, but a uninstall/reinstall sorted it out. Runs fine.<br />
<br />
1 cannot start or run due to incompatibility with 64-bit versions of Windows.<br />
2 Error: Didn't work: Result:216<br />
3 The program, INSTALL.EXE could not be found<br />
4 Win2K had this issue<br />
5 Hitting 'Install' on the autorun menu causes it to go away, and never do anything again. No error is presented.<br />
<br />
Overall, a little better than I expected. Kudos to Talonsoft for writing a game in 1997 that has had no problems. I don't get why Cavedog's installer for TA works, but then both of the expansions won't run. And a Razzie for Firaxis managing to wreck a game in a patch, and never updating that patch (I remember that that patch was the final one about two years ago, and it caused some DirectX issues at the time).<br />
<br />
There's further testing and burn-in to do, but these are the initial results, and I'm just glad that the productivity software is working. Microsoft will get my thanks for the effort put into that by the purchase of another copy of Win7 in a few months.<br />
<br />
There is one fly in the ointment though, while W2K can see files on a networked Win7 machine, the reverse is not true. I need to decide what I'm going to do with the house W2K file server.</blockquote>

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			<dc:creator>Rindis</dc:creator>
			<guid isPermaLink="true">http://forums.gamesquad.com/blog.php?b=804</guid>
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			<title>Home Again</title>
			<link>http://forums.gamesquad.com/blog.php?b=803</link>
			<pubDate>Thu, 11 Mar 2010 07:39:15 GMT</pubDate>
			<description><![CDATA[[ATTACH=CONFIG]29126[/ATTACH] 
 
“Again, the kingdom of heaven is like a merchant searching for fine pearls.  When he finds a pearl of great price,...]]></description>
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<i><br />
“Again, the kingdom of heaven is like a merchant searching for fine pearls.  When he finds a pearl of great price, he goes and sells all that he has and buys it.”  -  Mathew 13: 45-46</i><br />
<br />
<br />
<div align="left">Somehow I had taken a wrong turn.  Instead of my beloved Club, I found myself in a madhouse!  I guess it wasn’t the hardest mistake to make as the doorway to this place was left ajar and unwatched, literally inviting anyone to enter and make themselves at home.   However, once I was inside, I couldn’t but ask why anyone would want to do so.<br />
<br />
The place was a pressure cooker of tomfoolery, packed with people of all descriptions, from spry pre-teens to graying middle-agers.  All mingled without distinction…if you could call pushing and fighting ‘mingling’.  People bounced and stumbled into each other indiscriminately, all seemingly dazzled by the flashing strobe lights mounted in the bare rafters of a building that, upon closer inspection, could best be described as an old warehouse.  Making matters worse, indistinct heavy metal music blared from a host of large speakers mounted around the joint.  Taken together, the combined effect seemed carefully designed to render rational thought impossible.    <br />
<br />
As I made my way across the place, being jostled and shoved by the crowd with every step, I eventually spied someone who seemed to be in charge.  He wore olive cargo shorts and a black sweatshirt and sat atop a homemade throne comprised of empty shipping crates.  There was a mock paper crown upon his head, along with a sloppily painted papier-mâché scepter in his left hand.  I approached and asked if he knew the directions to my Club, but he paid me no mind and instead fixedly stared at two men who seemed to be engaged in heated debate of some sort.  This struck me strange as I could clearly hear that each was speaking a different language and neither seemed to care a whit about what the other said in response.  Eventually one threw a punch at the other and both wound up on the floor wrestling.  The self-styled emperor sneered with perverse pleasure and applauded.  However, after a few minutes, he eventually bored of the fight and bellowed “Kick him!” while pointing to the fellow who was pinned on the ground and was being mercilessly pummeled by his opponent.  A bouncer appeared and bodily dragged him out of the warehouse while the surrounding crowd shouted “Kicked! Kicked! Kicked!” and laughed with glee.   With the show over, the crowd went back to bumbling into each other.<br />
<br />
I once again tried to get the emperor’s attention but he continued to ignore me.  It was at that point that an oily-looking man, attired in a torn T-shirt and faded jeans, approached me.  “He’ll pay no mind to you,” he said. <br />
<br />
“Why not?” I asked<br />
<br />
“You have no clan affiliation.  You’re a nobody; beneath contempt,” replied the unshaven fellow.<br />
<br />
“Oh.  I see,” I said dejectedly, wondering if I would ever find my beloved Club again.  “Let me ask you:  why didn’t the emperor kick both of them?  Why just the one who was getting the worst of the fight?”<br />
<br />
His unshaven face smiled, “Because the other guy was of his clan, of course.  You can’t kick a fellow clan member.”  <br />
<br />
That seemed quite unjust to me.  I inwardly shrugged as it was none of my business in this peculiar realm.  I turned to my convenient companion and asked if he could help me find my way.  “I seem to be lost.  Do you know the way to….”<br />
<br />
The oily man cut me off.  “Yeah…yeah, that’s all interesting and whatnot.  Look, you wanna join my clan?  We’ve all the soda you can drink and all the weed you can smoke….”<br />
<br />
I waved my hands, “No thanks.  What I really need is to find…,” but before I could finish, the oily fellow shoved me and walked back into the throng.<br />
<br />
My temper flared and I squared my shoulders in preparation to go after him when I noticed that some of the people around me stopped their bumbling and watched me with rapt attention, expectantly licking their lips at the prospect of another fight. <br />
<br />
I swallowed my temper and headed out the way I came, followed by a bombardment of empty soda cans and snack bags from the disappointed crowd that quickly resumed its mindless bumbling.<br />
<br />
By retracing my steps, I found where I had gone astray and found myself in front of an imposing oaken door.  I knocked and smiled politely as a tuxedo-attired doorman slowly pulled the door agape.  He dourly stated “Membership card, please.”    I pulled out my card and handed it over.  With a thorough once-over, he handed it back to me and his officious frown slowly transformed into a gracious grin.  “Of course, sir.  Welcome back.” <br />
 <br />
I stepped through the portal and into the rarified air of the Club, surveying the scene as I made my way to the center of the spacious hall.  Above me, an ornate Schonbek crystalline chandelier sparkled as it hung from a distant, domed ceiling of neo-classical inspiration.  I smiled here and there as Club Members jovially discussed topics du jour in groups of friends and sometime rivals.  <br />
<br />
The plush red carpet swallowed my footfalls as I meandered my way to an empty brown leather club chair.  Within moments of sitting, a butler hurried over with a Riedel Sommeliers glass and a bottle of twenty year old Single Quinta vintage Port on a silver tray.  Graciously accepting, I took a sip and savored the flavor as my mind drifted with the delicate harmony emanating from the chamber music ensemble that lilted their way through Corelli’s Concerto Grosso.  <br />
<br />
“Did you hear the news?” I looked up and found a partner – as all Club Members were by definition ‘partners’ – smiling down at me.  I just shook my head, not quite ready to dispel the magic of the beguiling combination of Port and Corelli.  “Carlsen out-maneuvered Jakovenko again!  This time with a knight vs. bishop ending!” <br />
<br />
“Marvelous,” I said.  I took another sip and smiled appreciatively at my colleague, for reasons he didn’t fully comprehend.  “I guess we shouldn’t be surprised, though.”  <br />
<br />
“No, I guess not.  I was just in the Club’s library and found a similar win by Carlsen in the archives.  Look here,” he said as he pulled over a chair of his own, sat down and produced from under his arm a slim volume of recorded games with the appropriate section thoughtfully bookmarked for me.  As I examined the page, he pulled out a pipe from his suit jacket and proceeded to fill the bowl and then strike a match.  Soon, the delicate odor of smoldering Schermerhorn reached my nose.  <br />
<br />
As I examined the PGN, itself an elegant alphanumeric symphony, some quick movement at the periphery of my vision caught my attention.  I feared for an instant that one of the bumbling wildmen from that lunatic place had followed me in, but was quickly relieved to see that it was one of the Club’s younger members rushing to the just opened door of the Club president.  Just twelve or so, our junior member with the frayed manners waited excitedly for his King to notice him.  As I watched, the statuesque figure of our premier chess player strode out of his well appointed office like a giant amongst men, en route for some important task unfit for mortal delegation, when he noticed the young partner gazing hopefully in his direction.  He stopped, came to one Gieves &amp; Hawkes clad knee to better meet the youngster eye to eye. With a tousle of his neatly combed hair, he asked with a perfect smile “What can I do for you today, young sir?”  <br />
<br />
“I was…hoping you could help me…with my Bishop and Knight endgame studies,” he stammered, his excitement quashed by sudden trepidation.  “Everyone says you’re the best at it!” he implored.  <br />
<br />
Our King graced the boy with a beatific smile.  “Do you know Fine and Benko’s four conclusions?” he enquired, beginning the chess catechesis.<br />
<br />
The young partner thought for a second and started reciting from rote.  “One:  In general the bishop is better than the knight.   Two:  When there is a material advantage, the difference between the bishop and knight is not very important. However, the bishop usually wins more easily than the knight.”  King nodded with encouragement.  “Three:  If the material is even, the position should be drawn. However, the bishop can exploit positional advantages more efficiently.  Four:  When most of the pawns are on the same color as the bishop…,” his knowledge suddenly trailed off.<br />
  <br />
King completed the unfinished recitation, “…the knight is better.”  Again, a flash of the saintly smile.  He stood and put his right hand on the young partner’s shoulder.  “Come, I have some time yet.  Let’s see what Benko was talking about,” he said and led the way to the study to find an open board with which to instruct.<br />
  <br />
The exchange had only left me with one thought:  It was good to be back in the realm of Chess.<br />
<br />
<div align="center"><b>* * *</b><br />
</div><br />
Sorry for the Swift-sonian trip, but that was the best way I could express what it is like to return to the Royal Game after “slumming it” with more, let’s say, ‘conventional’ entertainment.  <br />
<br />
Even though I have experienced this phenomenon time and again, it never fails to arrive with the shock of having a bucket of cold ice water dumped on one’s head.  Every gaming community really does have a distinctive character; its own mores and complex social interactions.   For better or worse.<br />
<br />
Ultimately, I suppose that is part of what attracts us to a specific hobby.  It’s not so much about the activity itself as it is about the quality of the community that surrounds the activity.  With that in mind, while I enjoy visiting another gaming community from time to time…I wouldn’t want to live there.<br />
  <br />
To each his own, I suppose.  <br />
<br />
And now for the musical tie-in:  <i>Home Again</i> by Blackmore’s Night:<br />
<br />
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</div></div></blockquote>

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			<dc:creator>Scott Tortorice</dc:creator>
			<guid isPermaLink="true">http://forums.gamesquad.com/blog.php?b=803</guid>
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			<title>Scenario Designers Notes for Midway</title>
			<link>http://forums.gamesquad.com/blog.php?b=802</link>
			<pubDate>Wed, 10 Mar 2010 16:44:00 GMT</pubDate>
			<description>There are few battles in American History more famous than Midway, and like many famous battles, it is one that is misunderstood by many. Much of...</description>
			<content:encoded><![CDATA[<blockquote class="blogcontent restore">There are few battles in American History more famous than Midway, and like many famous battles, it is one that is misunderstood by many. Much of that misunderstanding is born of the titles of the two most famous books about the battle: “Impossible Victory” and “Miracle at Midway”.<br />
 <br />
Why wasn’t that battle an “Impossible Victory” or a “Miracle”? If you look at the forces the two sides took to the battle, the IJN advantage seems to bear out titles like that. The Japanese had far more ships, far more men, far more of pretty much everything.<br />
 <br />
However, there was one major exception to that description. That was in airpower. The IJN still enjoyed an advantage in airpower, but it was far less profound. The IJN brought four fleet carriers and two light carriers (neither of which played any role in the battle). The US had three fleet carriers, as well as the aircraft based at Midway. When you count the planes on Midway, the US actually had a few more aircraft. However, there’s no doubt that the IJN had a considerable advantage in pilot experience and overall aircraft quality. The US was certainly outnumbered and “outgunned” but it was still an even enough battle that calling it a miracle is a bit of hyperbole.<br />
 <br />
I bring all of this up because it makes an important point about World War Two naval combat. It was profoundly different from anything which had come before, and a great deal of that difference comes from the development of Naval Airpower. Surface forces would still play a vital role in the Pacific War, but whenever they were available, Carrier Task Forces were the units of decision.<br />
 <br />
Like the previous Naval Games from John Tiller, Midway is focused on putting you in the admiral’s seat. The decisions that you need to be focusing on are the large scale command decisions, rather than the minutiae of shipboard operations.<br />
 <br />
One way of describing Carrier Operations of that era is “search and strike.” Aircraft Carriers were a very vulnerable weapons platform. This came from two primary factors. The first of them is the ease of making the flight deck unusable. It goes without saying that a hole in the flight deck is going to make it difficult or impossible to conduct air operations off of the ship. Damage to one of the elevators would be even worse. <br />
 <br />
The second vulnerability of carriers is the one highlighted by Midway, or the US loss of the Princeton in Leyte Gulf. Aircraft Carriers are firetraps. A single bomb in a bad place can doom a carrier (something you will find in playing this game).<br />
 <br />
The upshot of all of this is that it was vital for carriers to get the first shot in. The only truly successful defense of a Carrier Task Force against an attack by another Carrier was “The Turkey Shoot” in 1944, by which point the US advantages in numbers, aircraft quality, fighter direction and pilot training had created a very different battlefield than 1942.<br />
 <br />
In game terms, this means that your first priority will be to find your enemy. Depending on the scenario, you’ll have various assets to use for this. One of the mistakes I’ve made at times is not allocating enough aircraft to the task. When you set up searches, keep in mind how “wide” their spokes will be at the end of their search legs. On more than one occasion, I’ve had my searchers fly right by the enemy without spotting them, because my “pies” were too wide, and there was enough space between my searches to fit an entire task force.<br />
 <br />
Once you find your enemy, your next task is to “strike”. Learn from the Battle of Midway. Sending your bombers without escorts is a good way to get them massacred.<br />
 <br />
Finally, the last major aspect of battle management is the simple fact that in this game, your greatest foe is time. It takes time to spot aircraft, and then to launch them. There’s no feeling quite like seeing the enemy bear down on you while you’re still trying to get your own strike armed and spotted on deck.<br />
 <br />
A few other hints in regards to maneuvering ships:<br />
 <br />
The era of aircraft created the need for new formations for Task Forces. The two sides took very different approaches to this. The USN had decided that the most important thing was to maximize AA fire. As such, they preferred close, circular formations where most escorts could fire on aircraft as they attacked the carrier. On the other hand, the IJN decided that the best defense was giving the carrier the space to maneuver freely. As such, they had a great deal of open space in their formations, often assigning ships to run well ahead of the carriers to look for attacking aircraft.<br />
 <br />
In game terms, either formation means that you’ll be well advised to use the “group turn” command, instead of the “line turn”. Line turns will tend to disrupt your formation badly. Also, to make things easier for players to handle, the escorts are generally “attached” to the flagship, so that you can maneuver the entire TF from one ship, instead of the 2-4 that you might have otherwise. If you ever want to break a group down into component parts, simply “detach” the flag, and all the subunit flags should reset automatically.<br />
 <br />
In building the scenarios for Midway, I've tried to keep that idea of "search and strike" as the core for the game. The true meat of the game is in the overall management of carrier operations.<br />
 <br />
There are a few different types of scenarios that are found in the game. The first and most obvious are the historical, full battle scenarios. These are scenarios with ships in their historical positions. Often, they'll have the initial historical searches and strikes set up. For instance, at Midway, the initial IJN strike on Midway Island is predefined.<br />
 <br />
The next type of scenario are the "partial" battles. These are the short 10-20 minute slices out of the battle, typically simulating airstrikes on certain carrier groups. If you want to simulate the dive bomber attack at Midway, it's in there.<br />
 <br />
Finally are the hypothetical scenarios. These are designed to do a couple of different things. All of them make extensive use of "deployment boxes." That's a mechanism where both sides are deployed within a certain area, but you don't know their exact location. Those boxes can be quite large. For instance, in the "Midway as the Japanese Intended" scenario, the deployment boxes for both sides run 175 miles from north to south. In historical scenarios, human players start out with the advantage of having a pretty good idea of where the enemy is. By using deployment boxes, that makes searching far more important. You know the enemy is somewhere out there, but you need to pin down the exact location.<br />
 <br />
The other consideration that went into the hypothetical scenarios is to address a number of the "what ifs" of the Pacific War. For instance, many have attacked the Japanese decision to attack the Aleutian Islands at the same time as Midway. They felt that the forces tasked for those operations could have better been used at Midway. Thus, there is a scenario in the game where the Northern Force is brought into the battle. Likewise, there are many who have criticized Admiral Pye's decision not to send the Saratoga after the Japanese 2nd Carrier Division when they supported the second attack on Wake Island. In this game, you get to see how that might have worked out.<br />
 <br />
One of the concerns in this game was to look at how the doctrines of the fleets might be reflected in the game. For instance, the Japanese liked to send mixed loads in their Dive Bomber Groups. So, if you look at the standard loads that their airgroups are given in the game, you'll see that their Vals are typically split between 250kg SAP and 242kg HE bombs (in a 2-1 ratio). The Japanese liked to use HE bombs, in the hope of suppressing AA fire, as well as killing deck crew and the like.<br />
 <br />
Another example of this is the issue of float planes. You'll notice that Japanese cruisers often have attached float planes. The US cruisers do not. This reflects the different doctrines of the two fleets. The Japanese tended to use their floatplanes extensively for scouting, even when carrier aircraft were available. (Consider the key role the Tone's floatplane had at Midway). On the other hand, they counted on the VS squadrons on their carriers for long range scouting. We went back and forth on this decision. Should those planes be included or not? In the end, we decided that it would be better to leave them out, instead of encouraging players to use them ahistorically.<br />
 <br />
Like any other wargame, in the end success comes from understanding the nature of your own forces, as well as the nature of the other side. Both sides have strengths, and both have weaknesses. For instance, the Japanese generally have longer range on their aircraft. Further, at least in the 1942 scenarios, their aircraft are better overall. On the other hand, US AA tends to be far better. They also generally have more land based air at hand. There are many more examples of this which I hope you'll find as you play the game.<br />
 <br />
I certainly hope all of you have as much fun playing this game as I have had working with it. It's given me the opportunity to really dig into some things that I hadn't looked at in a very long time, and I think the game does an excellent job of bringing out the nature of carrier warfare.<br />
 <br />
Gary McClellan <br />
January 3, 2010<br />
 <br />
<b>OOB Notes</b><br />
 <br />
An overview of the .oob files provided in the game. In many of these, there are ships and planes which are not deployed in the provided scenarios. They’re given for you to experiment with.<br />
 <br />
Coral Sea.oob: This is the standard oob file for the battle. It has all the ships in the main historical scenario for the game, as well as the Japanese invasion and support forces.<br />
 <br />
Coral Sea Hypo 1.oob This has all the same ships as the Coral Sea oob, but also includes the IJN force which the Yorktown attacked at Tulagi before the main battle.<br />
 <br />
Coral Sea Hypo 2.oob This oob has many of the “off map” forces that aren’t included in the battle, such as the Japanese air group at Rabaul.<br />
 <br />
Eastern Solomons.oob: This is the main oob for the Battle of the Eastern Solomons.<br />
 <br />
Midway.oob: This is the main oob for the Battle of Midway. It includes many forces which are not in the main scenario, including the Transport groups, the Main Body, the forces tasked to the Aleutians, and the Shokaku and Zuikaku (for those who want to design a scenario which assumes they were at the battle).<br />
 <br />
Midway Hypo 1.oob This is the oob used for the “No Coral Sea” scenario. As such, it has the Lexington, Shokaku and Zuikaku included. It also shuffles around the air groups a bit. After Coral Sea, the Saratoga Air Group (Air Group 3) was assigned to the Yorktown while the Yorktown’s group recovered from its losses at Pearl. As this scenario assumes there was no battle of the Coral Sea, it leaves the Yorktown’s Air Group as is (Air Group 5).<br />
 <br />
Midway Hypo 2.oob: This is used for the Task Force One scenario. It is the standard Midway oob, but it adds the US BB group (TF One) which was left on the west coast. It also adds the Saratoga, which historically arrived at Pearl Harbor the day of the battle (after a lengthy period of repairs).<br />
 <br />
Pearl Harbor.oob This is the primary oob used for all Pearl Scenarios. The potential carrier groups used in the “Advance Notice” scenario are included.<br />
 <br />
Philippine Sea.oob: This is the main oob for the PS battles. <br />
 <br />
Santa Cruz.oob: This is the primary oob for the Santa Cruz scenario. <br />
 <br />
Santa Cruz Hypo 1.oob. This includes the IJN CV Hiyo and 2 DD. A few days before the battle, the Hiyo had a major fire in the engine room, and the Hiyo and escort DD’s were sent back to Truk for repairs.<br />
 <br />
Santa Cruz Hypo 2.oob. This is used for the “Sinking of the Wasp” scenario. As such, it shows the situation the day the Wasp was lost. <br />
 <br />
Truk.oob: This is the oob used for the historical Truk scenario. <br />
 <br />
Truk Hypo 1.oob: This is used for the Sea Battle at Truk scenario. It represents the Combined Fleet units which had evacuated Truk in the weeks before the attack. <br />
 <br />
Wake.oob: This is used for the Wake Scenarios. It represents the Japanese forces involved in the 2nd attack on Wake, as well as the US forces which were involved in covering a reinforcement convoy which was trying to get to Wake. (The US convoy is not included).<br />
 <br />
<b>Bibliography</b><br />
 <br />
Bergerud, Eric. Fire in the Sky: The Air War in the South Pacific. Westview Press, 2000 <br />
 <br />
Craddock, John, First Shot: The Untold Story of the Japanese Minisubs That Attacked Pearl Harbor, McGraw Hill, 2006 <br />
 <br />
Evans, Donald and Mark Peattie. Kaigun: Strategy, Tactics and Technology in the Imperial Japanese Navy, 1887-1941. Naval Institute Press, 1997 <br />
 <br />
Frank, Richard B. Guadalcanal: The Definitive Account of the Landmark Battle. Penguin Books, 1990 <br />
 <br />
Hammel, Eric. Carrier Clash: The Invasion of Guadalcanal and the Battle of the Eastern Solomons, August 1942. Zenith Press, 1999 <br />
 <br />
Hammel, Eric. Carrier Strike: The Battle of the Santa Cruz Islands, October 1942. Zenith Press. 1999 <br />
 <br />
Henry, Chris The Battle of the Coral Sea Naval Institute Press. 2003 <br />
 <br />
Hoyt, Edwin P. Blue Skies and Blood: The Battle of the Coral Sea. Ibooks. 1975 <br />
 <br />
Isom, Dallas W. Midway Inquest: Why the Japanese Lost the Battle of Midway IU Press, 2007 <br />
 <br />
Lindemann, Klaus. Hailstorm over Truk Lagoon: Operations against Truk by Carrier Task Force 58. 17 and 18 February 1944, and the shipwrecks of World War II. Wipf and Stock. 1989. <br />
 <br />
Lundstrom, John B. Black Shoe Carrier Admiral: Frank Jack Fletcher at Coral Sea, Midway and Guadalcanal. Naval Institute Press, 2006 <br />
 <br />
Lundstrom, John B. The First Team: Pacific Naval Air Combat from Pearl Harbor to Midway. Naval Institute Press. 1984 <br />
 <br />
Morison, Samuel Eliot. History of United States Naval Operations in World War II. 15 Volumes. Little Brown and Company, 1947-1962 <br />
Esp: <br />
III. The Rising Sun in the Pacific 1931-April 1942 <br />
IV: Coral Sea, Midway and Submarine Actions, May 1942-August 1942 <br />
V: The Struggle for Guadalcanal August 1942- February 1943 <br />
VIII: New Guinea and the Marianas: March 1944-August 1944 <br />
 <br />
Parshall, Jonathan and Anthony Tully. Shattered Sword: The Untold Story of the Battle of Midway. Potomac Books, 2005 <br />
 <br />
Peattie, Mark A. Sunburst: The Rise of Japanese Naval Air Power, 1909-1941. Naval Institute Press, 2001 <br />
 <br />
Prange,Gordon W. Dec. 7, 1941: The Day the Japanese Attacked Pearl Harbor. Warner Books. 1988 <br />
 <br />
Prange, Gordon W. Miracle at Midway. McGraw-Hill. 1982 <br />
 <br />
Smith, Douglas V. Carrier Battles: Command Decision in Harm's Way US Naval Institute Press, 2006 <br />
 <br />
Tillman, Barrett. Clash of the Carriers: The True Story of the Marianas Turkey Shoot of World War II. Nal Caliber. 2005 <br />
 <br />
Y’Blood, William T. Red Sun Setting: The Battle of the Philippine Sea. Naval Institute Press, 2003 <br />
 <br />
Websites: <br />
<a href="http://www.combinedfleet.com/" target="_blank">http://www.combinedfleet.com/</a><br />
<a href="http://ibiblio.org/hyperwar/USN/" target="_blank">http://ibiblio.org/hyperwar/USN/</a></blockquote>

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			<dc:creator>rahamy</dc:creator>
			<guid isPermaLink="true">http://forums.gamesquad.com/blog.php?b=802</guid>
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			<title>Father Takes Rook</title>
			<link>http://forums.gamesquad.com/blog.php?b=801</link>
			<pubDate>Tue, 09 Mar 2010 01:10:31 GMT</pubDate>
			<description><![CDATA[[ATTACH=CONFIG]29077[/ATTACH] 
 
Chessdom.com has an interesting news blurb (http://reports.chessdom.com/news-2010/valerio-piro-european-chess): 
...]]></description>
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<br />
<div align="left">Chessdom.com has an interesting <a href="http://reports.chessdom.com/news-2010/valerio-piro-european-chess" target="_blank">news blurb</a>:<br />
<br />
It appears that the Vatican is on its way to making a name for itself in the world of chess with the entry of Italian Chess Federation candidate master Father Valerio Piro into the European Individual Chess Championship.  This is a historic first for FIDE and the ECU as the Vatican never had a representative at a major chess event.<br />
  <br />
Father Piro, who hails from Neapolis and is currently rated 2069, needed to obtain special permission from the Vatican to participate.  At the present moment, the Vatican is not a member of FIDE, so his Vatican representation is considered “unofficial”.<br />
  <br />
In an interesting side story, Chessdom points out that there is “an idea to organize a special 'ecclesiastics' championship for priests, friars, monks, nuns, and later on create a Chess Federation of the Vatican state with possibility to see them in Khanty Mansiysk 2010 or at the Chess Olympiad 2012.” <br />
  <br />
That would be really cool, but it begs the question:  would “ecclesiastics” enjoy an unfair advantage what with all those Bishops on the board? :halo:  <br />
<br />
You can see Father Piro’s FIDE profile <a href="http://ratings.fide.com/card.phtml?event=814008" target="_blank">here</a>.<br />
<br />
</div></div></blockquote>

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			<dc:creator>Scott Tortorice</dc:creator>
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			<title>PzC: Sealion Designer Notes part 2</title>
			<link>http://forums.gamesquad.com/blog.php?b=800</link>
			<pubDate>Mon, 08 Mar 2010 23:23:42 GMT</pubDate>
			<description>*Sealion ‘40 Scenario List* 
  
#%00_Started.scn Getting Started, The Basics  
#%0924_01_Sealion_Campaign.scn 0924_01: Sealion in Sept - Short (24...</description>
			<content:encoded><![CDATA[<blockquote class="blogcontent restore"><b>Sealion ‘40 Scenario List</b><br />
 <br />
#%00_Started.scn Getting Started, The Basics <br />
#%0924_01_Sealion_Campaign.scn 0924_01: Sealion in Sept - Short (24 Sept - 10 Oct) <br />
#%0924_02_Sealion_Long_CG.scn 0924_02: Sealion in Sept - Long (24 Sept - 31 Oct) <br />
#%0927_01_Ashore_Day4_CG.scn 0927_01: Sealion - All Ashore on D+4 <br />
#%0930_10_Dry_Feet_Day7_CG.scn 0930_09: Sealion Dry Feet Campaign (30 Sep - 31 Oct) <br />
#%_0713_01_Sealion_July_CG.scn 0713_01: Sealion Campaign (13 July) <br />
#0924_11_Dover.scn 0924_11: 16th Army Elite at Dover <br />
#0924_12_Eastbourne.scn 0924_12: Second Battle of Hastings <br />
#0924_13_Brighton.scn 0924_13: Beach Closed! <br />
#0930_01_Ashford.scn 0930_01: Knock Three Times <br />
#0930_01a_Ashford.scn 0930_01a: Knock Three Times [HTH] <br />
#0930_01b_Ashford.scn 0930_01b: Knock Three Times [Allied Human] <br />
#1004_01_Dorking.scn 1004_01: The Dorking Gap <br />
#1004_01a_Dorking.scn 1004_01a: The Dorking Gap [HTH] <br />
#1004_01b_Dorking.scn 1004_01b: The Dorking Gap [Allied Human]<br />
#_0713_11_East_Anglia.scn 0713_11: Right Hook to Kings Cross <br />
#_0713_12_Hampshire.scn 0713_12: Left Hook to London <br />
#_0714_01_Colchester.scn 0714_01: Colchester Confusion <br />
#_0714_01a_Colchester.scn 0714_01a: Colchester Confusion [HTH] <br />
#_0714_01b_Colchester.scn 0714_01b: Colchester Confusion [Allied Human] <br />
#_0718_01_Maidstone.scn 0718_01: Battle of Maidstone <br />
#_0718_01a_Maidstone.scn 0718_01a: Battle of Maidstone [HTH] <br />
#_0722_01_Reading.scn 0722_01: Rommel vs. Monty - Round One <br />
#_0722_01a_Reading.scn 0722_01a: Rommel vs. Monty - Round One [HTH] <br />
#_0722_01b_Reading.scn 0722_01b: Rommel vs. Monty - Round One [Allied Human]<br />
 <br />
<b>Scenario Overviews</b><br />
 <br />
Getting Started, The Basics<br />
 <br />
Harwich Landings, July 13th 1940: The landings in the Harwich area designed to open up a protected supply port for the advance on London. Designer's Note: This is the getting started scenario, designed to be played by a human German player vs the AI. The landings have started this turn, with the landing units using part of their movement already. <br />
<br />
0924_01: Sealion in Sept - Short (24 Sept - 10 Oct)<br />
 <br />
SE England, Sept 24th 1940: In June 1940, after defeating the best Europe could offer, Germany massed its troops ready to cross the English Channel. The historical course of events led to Hitler never taking the gamble to utilize 'Operation Sealion', the actual plan to take England. Generally speaking there are 2 theories for the landings to have taken place. This September scenario uses the historical landing plan: 0600 Assault Boats; 0800 Barges towed by Assault Boats; 1000-1200 Barges towed by Transports; 1800-2000 1st load from Transports; 0800-1000 (S+1) 2nd load from Transports; 2000-2200 (S+1) 3rd load from Transports; 0800-1000 (S+2) 4th load from Transports; the 5th load from Transports consists of Divisional Services as does the Assault Boats that return on S+4; the Transport round trips arrive every 4 days, which was optimistic, and thus the follow-up reinforcements are set arrive on S+5, S+9, S+13, S+17, S+21, and S+25. Designer Note: This is a short version of the CG for players not wanting to play the CG in its entirety.<br />
 <br />
0924_02: Sealion in Sept - Long (24 Sept - 31 Oct)<br />
 <br />
SE England, Sept 24th 1940: In June 1940, after defeating the best Europe could offer, Germany massed its troops ready to cross the English Channel. The historical course of events led to Hitler never taking the gamble to utilize 'Operation Sealion', the actual plan to take England. Generally speaking there are 2 theories for the landings to have taken place. This September scenario uses the historical landing plan: 0600 Assault Boats; 0800 Barges towed by Assault Boats; 1000-1200 Barges towed by Transports; 1800-2000 1st load from Transports; 0800-1000 (S+1) 2nd load from Transports; 2000-2200 (S+1) 3rd load from Transports; 0800-1000 (S+2) 4th load from Transports; the 5th load from Transports consists of Divisional Services as does the Assault Boats that return on S+4; the Transport round trips arrive every 4 days, which was optimistic, and thus the follow-up reinforcements are set arrive on S+5, S+9, S+13, S+17, S+21, and S+25. Designer Note: This CG is the full length version of the September landings.<br />
 <br />
0927_01: Sealion - All Ashore on D+4<br />
 <br />
SE England, Sept 27th 1940: After the initial 3 days of Operation Sealion the Germans were firmly ashore. They had taken considerable losses, from the crossing and from strong counter offensives from the British and Commonwealth troops, but Allied reserves were becoming hard to find. Most of them had been rushed to crush the invasion on the beaches. The Germans, on the other hand, were now expecting their strongest formations, the Panzer and Motorized Divisions, if the weather held. [Size, Large]<br />
 <br />
0930_09: Sealion Dry Feet Campaign (30 Sep - 31 Oct)<br />
 <br />
SE England, Sept 30th 1940: The past week had seen the most vicious fighting of the war take place in SE England. Although the Germans had expanded their beachhead, it really could not be called secure, indeed, it was decidedly fragile in places. Both sides were getting worn down, but both were a little optimistic. The British because of their ability to halt the forward progress of the Germans, and the Germans because of the expected arrival of their Panzer formations. [Size, Large]<br />
 <br />
0713_01: Sealion Campaign (13 July)<br />
 <br />
SE England, July 13th 1940: In June 1940, after defeating the best Europe could offer, Germany massed its troops ready to cross the English Channel. The historical course of events led to Hitler never taking the gamble to utilize 'Operation Sealion', the actual plan to take England. Generally speaking there are 2 theories for the landings to have taken place. The most popular 'What If' was a landing in September; the less popular July invasion was the second theory. This particular CG concentrates on the speculative July plan with 4 alternative strategies available to players. [Size, large]<br />
 <br />
0924_11: 16th Army Elite at Dover<br />
 <br />
Dover, Sept 24 1940: The Germans were well aware of the significance of the port of Dover, as were the British. Not only would it afford them a port for their follow up troops to disembark, but the impact on the morale of all Britons would be tremendous with its loss. The close proximity of 2 Landing Zones, B and C, also afforded a really opportunity to acquire a good route to London through Ashford. The elite of the German 16th Army was entrusted this vital task. [Size, small]<br />
 <br />
0924_12: Second Battle of Hastings<br />
 <br />
Eastbourne, Sept 24th 1940: A little further to the SW of Dover, was another area of dual significance. Firstly, the beaches here were probably the best in all of the invasion area. Secondly, this was the area where one of the few truly decisive battles in British history was fought, the Battle of Hastings. Now Hitler was attempting to repeat what Duke William of Normandy had achieved in 1066 in conquering a proud island nation for only the second time in its long history. [Size, small]<br />
 <br />
0924_13: Beach Closed!<br />
 <br />
Brighton, SE England, Sept 24th 1940: Brighton was well known as the most popular beach in the south of England. This year though the holiday makers had been replaced by men of the Royal Engineers, laying mines and obstacles in anticipation of the invasion. Unfortunately, this year, there was to be no merrymaking and fun on this beach. The Germans had plotted this area as Landing Zone E, it was intended for landing troops to protect the left flank of the main landings to the east. Also, if it proved successful, as a stepping stone to the west. [Size, large]<br />
 <br />
0930_01: Knock Three Times<br />
 <br />
Ashford, 45 miles SE of London, Sept 30th 1940: After taking some costly losses securing their bridgehead, the German 17th and 35th Infantry Divs. had been reorganized and attacked Ashford twice. They had given as good as they had received, so the British were also not in the best of shape. The situation was not quite desperate, but the forecast of a storm arriving from the Atlantic, warranted committing the 10 Panzer Division piecemeal as it arrived from the sea. They were hoping if they knocked three times on the door to Ashford, that the road to Maidstone would open. [Size, medium] Designer Note: This scenario has been optimized for German Human vs. Allied AI.<br />
 <br />
0930_01a: Knock Three Times [HTH]<br />
 <br />
Ashford, 45 miles SE of London, Sept 30th 1940: After taking some costly losses securing their bridgehead, the German 17th and 35th Infantry Divs. had been reorganized, and attacked Ashford twice. They had given as good as they had received, so the British were also not in the best of shape. The situation was not quite desperate, but the forecast of a storm arriving from the Atlantic, warranted committing the 10 Panzer Division piecemeal as it arrived from the sea. They were hoping if they knocked three times on the door to Ashford, that the road to Maidstone would open. [Size, medium] Designer Note: This scenario has been optimized for HTH play.<br />
 <br />
0930_01b: Knock Three Times [Allied Human]<br />
 <br />
Ashford, 45 miles SE of London, Sept 30th 1940: After taking some costly losses securing their bridgehead, the German 17th and 35th Infantry Divs. had been reorganized, and attacked Ashford twice. They had given as good as they had received, so the British were also not in the best of shape. The situation was not quite desperate, but the forecast of a storm arriving from the Atlantic, warranted committing the 10 Panzer Division piecemeal as it arrived from the sea. They were hoping if they knocked three times on the door to Ashford, that the road to Maidstone would open. [Size, medium] Designer Note: This scenario has been optimized for Allied Human vs. Axis AI.<br />
 <br />
1004_01: The Dorking Gap<br />
 <br />
Dorking Gap, 15 miles SW of London, October 4th 1940: The German bridgehead was secure, but the Autumn weather had not co-operated for the last few days, the 2nd Wave had landed, but was not complete, also, the supply situation was not looking good. However, the incomplete 4th Panzer and 20th Motorized Divisions were swung round to the west to punch a hole in the GHQ Line, around the Dorking Gap area. As usual, the Germans would not let a couple of "minor" setbacks interfere with their plans, even if it meant leaving both flanks open. The Aussies and Canucks facing them had other ideas for the open flanks. [Size, medium] Designer Note: This scenario has been optimized for German Human vs. Allied AI.<br />
 <br />
1004_01a: The Dorking Gap [HTH]<br />
 <br />
Dorking Gap, 15 miles SW of London, October 4th 1940: The German bridgehead was secure, but the Autumn weather had not co-operated for the last few days, the 2nd Wave had landed, but was not complete, also, the supply situation was not looking good. However, the incomplete 4th Panzer and 20th Motorized Divisions were swung round to the west to punch a hole in the GHQ Line, around the Dorking Gap area. As usual, the Germans would not let a couple of "minor" setbacks interfere with their plans, even if it meant leaving both flanks open. The Aussies and Canucks facing them had other ideas for the open flanks. [Size, medium] Designer Note: This scenario has been optimized for HTH play<br />
 <br />
1004_01b: The Dorking Gap [Allied Human]<br />
 <br />
Dorking Gap, 15 miles SW of London, October 4th 1940: The German bridgehead was secure, but the Autumn weather had not co-operated for the last few days, the 2nd Wave had landed, but was not complete, also, the supply situation was not looking good. However, the incomplete 4th Panzer and 20th Motorized Divisions were swung round to the west to punch a hole in the GHQ Line, around the Dorking Gap area. As usual, the Germans would not let a couple of "minor" setbacks interfere with their plans, even if it meant leaving both flanks open. The Aussies and Canucks facing them had other ideas for the open flanks. [Size, medium] Designer Note: This scenario has been optimized for Allied Human vs. German AI.<br />
 <br />
0713_11: Right Hook to Kings Cross<br />
 <br />
East Anglia, July 13th 1940: The East Anglia portion of the July CG is pure speculation. "What If" the Germans had gone ahead with Sealion in July? This is a scenario of the East Anglia part of the alternative operation, with luck, the Germans hoped this area for landing was to be a complete surprise to the British. Although it was not the way the Germans usually used their forces, that is, splitting them, with the advent of the Panzer and Motorized Divisions, they had good cause to expect them to cut off the North of England by moving swiftly to the W and SW. [Size, medium]<br />
 <br />
0713_12: Left Hook to London<br />
 <br />
Hampshire and Dorset, July 13th 1940: The Hampshire and Dorset portion of the July CG is pure speculation. "What If" the Germans had gone ahead with Sealion in July? This is a scenario of the western part of the alternative operation, with luck, the Germans hoped this area for landing was to be a complete surprise to the British. Although it was not the way the Germans usually used their forces, that is, splitting them, with the advent of the Panzer and Motorized Divisions, they had good cause to expect them to cut of the North of England by moving swiftly to the N and NE. [Size, medium]<br />
 <br />
0714_01: Colchester Confusion<br />
 <br />
Colchester, July 14th 1940: The German landings for the projected "Left Hook" towards London had not gone exactly as planned. The crack 6th Mountain troops had been held up for almost a day by the stubborn resistance of 15th Scottish Div. Also, the landing of the 7th Pz Div had been a bit chaotic from the makeshift barges and landing craft. Now it was past noon on July 14th and a KG had hastily been thrown together. The British had fallen back except for the gallant 44th Brigade which was cut off to the NE and no longer a factor. The British were hoping for some armor reinforcements before the day ended. [Size, medium] Designer Note: Units on and around the beach have not been shown to simplify the scenario. This scenario has been optimized for Axis human vs AI play.<br />
 <br />
0714_01a: Colchester Confusion [HTH]<br />
 <br />
Colchester, July 14th 1940: The German landings for the projected "Left Hook" towards London had not gone exactly as planned. The crack 6th Mountain troops had been held up for almost a day by the stubborn resistance of 15th Scottish Div. Also, the landing of the 7th Pz Div had been a bit chaotic from the makeshift barges and landing craft. Now it was past noon on July 14th and a KG had hastily been thrown together. The British had fallen back except for the gallant 44th Brigade which was cut off to the NE and no longer a factor. The British were hoping for some armor reinforcements before the day ended. [Size, medium] Designer Note: Units on and around the beach have not been shown to simplify the scenario. This scenario has been optimized for HTH play.<br />
 <br />
0714_01b: Colchester Confusion [Allied Human]<br />
 <br />
Colchester, July 14th 1940: The German landings for the projected "Left Hook" towards London had not gone exactly as planned. The crack 6th Mountain troops had been held up for almost a day by the stubborn resistance of 15th Scottish Div. Also, the landing of the 7th Pz Div had been a bit chaotic from the makeshift barges and landing craft. Now it was past noon on July 14th and a KG had hastily been thrown together. The British had fallen back except for the gallant 44th Brigade which was cut off to the NE and no longer a factor. The British were hoping for some armor reinforcements before the day ended. [Size, medium] Designer Note: Units on and around the beach have not been shown to simplify the scenario. This scenario has been optimized for Allied human vs. AI play.<br />
 <br />
0718_01: Battle of Maidstone<br />
 <br />
Maidstone, 25miles SE of London, July 18th 1940 (S+6): The German build up at the channel ports had gone well for the first few days, then the weather had delayed the arrival of some second wave units. After a hole had been punched in the flimsy coastal defense, the Germans were eager to push any armor they had landed to maintain their momentum. So, parts of 3rd Panzer were to thrust astride the A20 road to London, their task was to break through the GHQ Line, in the vicinity of Maidstone, and on to Sevenoaks, if possible. Although it had been pretty easy for 3Pz so far, ahead of them were the best equipped troops the British had, New Zealanders and Canadians stood in their path. [Size: small]<br />
 <br />
0718_01a: Battle of Maidstone [HTH]<br />
 <br />
Maidstone, 25miles SE of London, July 18th 1940 (S+6):The German build up at the channel ports had gone well for the first few days, then the weather had delayed the arrival of some second wave units. After a hole had been punched in the flimsy coastal defense, the Germans were eager to push any armor they had landed to maintain their momentum. So, parts of 3rd Panzer were to thrust astride the A20 road to London, their task was to break through the GHQ Line, in the vicinity of Maidstone, and on to Sevenoaks, if possible. Although it had been pretty easy for 3Pz so far, ahead of them were the best equipped troops the British had, New Zealanders and Canadians stood in their path. [Size: small] Designer Note: This scenario has been optimized for HTH play.<br />
 <br />
0722_01: Rommel vs. Monty - Round One<br />
 <br />
Reading, W of London, July 22nd 1940: The German High Command thought they had identified a "soft" spot in the GHQ Line to the south east of Reading. As a result, most of XV Pz Korps, which had landed the day before, moved to the west to seize Reading. Rommel was leading 7 Pz Division straight into Monty's sector of the GHQ Line. Reading was the prize, can the British hold on until reinforcements reach them? [Size, small] Designer Note: This scenario has been optimized for Axis Human vs. Allied AI.<br />
 <br />
0722_01a: Rommel vs. Monty - Round One [HTH]<br />
 <br />
Reading, W of London, July 22nd 1940: The German High Command thought they had identified a "soft" spot in the GHQ Line to the south east of Reading. As a result, most of XV Pz Korps, which had landed the day before, moved to the west to seize Reading. Rommel was leading 7 Pz Division straight into Monty's sector of the GHQ Line. Reading was the prize, can the British hold on until reinforcements reach them? [Size, small] Designer Note: This scenario has been optimized for HTH play.<br />
 <br />
0722_01b: Rommel vs. Monty - Round One [Allied Human]<br />
 <br />
Reading, W of London, July 22nd 1940: The German High Command thought they had identified a "soft" spot in the GHQ Line to the south east of Reading. As a result, most of XV Pz Korps, which had landed the day before, moved to the west to seize Reading. Rommel was leading 7 Pz Division straight into Monty's sector of the GHQ Line. Reading was the prize, can the British hold on until reinforcements reach them? [Size, small] Designer Note: This scenario has been optimized for Allied Human vs. German AI.</blockquote>

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			<dc:creator>rahamy</dc:creator>
			<guid isPermaLink="true">http://forums.gamesquad.com/blog.php?b=800</guid>
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			<title>Guadalcanal 1.04</title>
			<link>http://forums.gamesquad.com/blog.php?b=797</link>
			<pubDate>Sat, 06 Mar 2010 20:29:54 GMT</pubDate>
			<description>A major update for Guadalcanal has been posted today bringing that game up to speed with the new Midway title. It adds in 24 new scenarios plus...</description>
			<content:encoded><![CDATA[<blockquote class="blogcontent restore">A major update for Guadalcanal has been posted today bringing that game up to speed with the new Midway title. It adds in 24 new scenarios plus aircraft.<br />
 <br />
<a href="http://www.hpssims.com/Pages/updates/up_NavCamps/up_NAVCAM.html" target="_blank">http://www.hpssims.com/Pages/updates...up_NAVCAM.html</a></blockquote>

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			<dc:creator>rahamy</dc:creator>
			<guid isPermaLink="true">http://forums.gamesquad.com/blog.php?b=797</guid>
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			<title>HPS Midway??</title>
			<link>http://forums.gamesquad.com/blog.php?b=796</link>
			<pubDate>Sat, 06 Mar 2010 08:34:11 GMT</pubDate>
			<description><![CDATA[Hello all!! 
 
I'm an old player of Naval Campaings series from HPS, and always missed the aviation use on the titles, now it seems that Midway will...]]></description>
			<content:encoded><![CDATA[<blockquote class="blogcontent restore">Hello all!!<br />
<br />
I'm an old player of Naval Campaings series from HPS, and always missed the aviation use on the titles, now it seems that Midway will cover this, but I have plenty of doubts about content, that I can't found where to solve. So I will post my questions here in order to see If we can get more info.<br />
<br />
- Which ones are the 19 landmasses included?<br />
<br />
- Is naval aviation included and controllable? that includes search planes, bombers, fighters?<br />
<br />
- Are naval gunnery battles included? So you can sink a carrier with BB guns or have a gunnery fight with aviation in the mix?<br />
<br />
- Are seaplane scouts included and useable? Cruiser based seaplanes used for scout, gunnery correction...<br />
<br />
- Are any of the allied included? GB, the Dutch, Australia...<br />
<br />
- Which planes are included? Any chance for F8 Bearcats, F7 Tigercats, A7M Reppu for Olimpic and Coronet operations?<br />
<br />
And thats all I believe, hope someone can help here.<br />
Thanks!</blockquote>

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			<dc:creator>RealDarko</dc:creator>
			<guid isPermaLink="true">http://forums.gamesquad.com/blog.php?b=796</guid>
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			<title>PzC: Sealion Designer Notes part 1</title>
			<link>http://forums.gamesquad.com/blog.php?b=795</link>
			<pubDate>Sat, 06 Mar 2010 01:22:59 GMT</pubDate>
			<description><![CDATA[[ATTACH=CONFIG]28975[/ATTACH] 
  
  
Could Operation Sealion have happened? 
  
Over time there have been volumes written on Sealion, and many of...]]></description>
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 <br />
Could Operation Sealion have happened?<br />
 <br />
Over time there have been volumes written on Sealion, and many of those feel that the Germans would never have been able to pull it off. Given this, one has to wonder why did the Panzer Campaign designers do this title. It.s not that hard to find people on website forums, or discussions by intelligent people with knowledge of the period, who can provide any number of reasons why Sealion would have failed if it had been launched.<br />
 <br />
Frankly, for years I had heard about plans to invade Britain in 1940 and I had dismissed them all, until testing a tactical game for another company years ago, wargame designer Charlie Kibler told me that we were going ahead with an add-on disc for West Front on this very topic. I held my nose and pretty much said “whatever boss”. But during the test I really got into it. I bought into the idea that some “events” really had transpired to make Sealion a possibility and what I found was we had a really cool game here. (As a side note, it was during this phase of testing I met Mike Avanzini who has been a huge help with OOB design in many titles of the series and the creation of all the game Campaign Maps).<br />
 <br />
The Panzer Campaigns Scale is different from the tactical game I referred to above, but if you put aside all the strategic issues that would be needed to make this Operational Battle a possibility, and bought into un-specified events which would set up the attack, this becomes a very good game idea. This is our goal with Panzer Campaigns Sealion, not to say, or prove that it could be done, but rather to explore what it would have been like had the Germans managed to get the conditions they felt they needed to invade Britain in 1940.<br />
 <br />
I think it is fair to say that for the invasion would not be attempted until the Royal Navy, still one of the most formidable fighting forces in the world, had been either destroyed, or diverted, and after the Royal Air Force had been eliminated. The full threat that it offered during and after the Battle of Britain was not to be ignored. To this end the game does not attempt to recreate the Battle of Britain, or the potential demise of the Royal Navy before the invasion starts. <br />
 <br />
Far fetched you say?<br />
 <br />
Imagine if you will the situation in France in 1940. Here the Germans made a bold and unorthodox move through the Ardennes with tanks, in an area previously thought to be completely unsuitable for armour. Had this not happened, had the Germans done as predicted and come through Belgium meeting the Allies where they predicted, there would have been those who could easily argue that it was either impossible, or foolish for the Germans to have even considered the move through the Ardennes. However, the Germans did try and they pulled it off not only in 1940, but also managed to surprise the Allies a second time in the Ardennes in 1944. So, maybe, just maybe, another such surprising move could have been done.<br />
 <br />
All we know is Sealion never happened, and we are left to speculate how events may have unfolded in that summer of 1940, given the situation as we know it to have been. This is the starting point where Wig Graves began, back in early June 2003.<br />
 <br />
Panzer Campaigns was in its infancy when Wig Graves, known mostly for is Order of Battle expertise and game creation of the second title in the series Normandy „44, began looking into Operation Sealion as a possible title. It has taken six years and a number of phases where we worked on the game, and then left it for a while, only to return again to get this project to be a released game, making it perhaps the longest title of the series from design to release.<br />
 <br />
Wig did not use a book on “What If” history as Talonsoft did, with the book Kenneth Macksey wrote named “Invasion: The German invasion of England, July 1940”. This book has been generally regarded as not possible. Wig found a book by Ronald Wheatley which was NOT “What If” history. This book isn.t even a story. This is a set of Germans historical plans, published in 1958, dealing only with the plans for an invasion. This book didn.t set a date for the invasion, just a general time of sometime in September 1940. This is the book used in creating of our game, it does not provide any information, or speculation, about what might happen after the invasion was launched.<br />
 <br />
Incidentally, finding a copy of this book nowadays is extremely difficult, but I like to frequent used book stores and found this copy I used for reference in a little used book store in central British Columbia one summer many years ago. By the time I had this, however, Wig had laid out the September Campaign game already.<br />
 <br />
Wheatley makes it clear in the first chapter that the Royal Navy and the Royal Air Force would have to be defeated before such a venture would have taken place.<br />
 <br />
On the Allied situation, there are any number of references to the confused state of the British and Commonwealth Armies in Britain after the fall of France. Virtually every unit was short of supplies of some sort or another. Units that had been to the continent had left all of their heavy equipment behind on the beaches of Dunkirk. Units that had not been to France were sharing equipment with units that had none. One situation I had read about was some British Guards, Highlanders, and other infantry units, had confiscated double-decker buses from the London Transit for use in moving reserves around. I thought this was a neat idea to incorporate into the game and some playtesters commented upon this feature when they saw units heading to the beaches to contain the invasion.<br />
 <br />
In keeping with the historical events around the time of the invasion, I consulted the War Diaries 1939-1945 of Field Marshal Lord AlanBrooke. What is interesting about this book is, as the title suggests, it is his private daily entries, sometimes with notes in italics added after the event. What is interesting here is it accurately reflects the British fears at the time.<br />
 <br />
There are many examples in this book, but let me share with you one from September 28th where he writes:<br />
 <br />
<i>“…still always indications of impending invasion. And up to present no signs that the Germans are proposing to give up the attempt/ In fact indications point toward working up something definite.”</i><br />
 <br />
This fear continues throughout the period of our main campaign game and, in fact, it is not until October 3rd when he writes:<br />
 <br />
<i>"Still no invasion! I am beginning to think the Germans may after all not attempt it. And yet! I have the horrid thought that he may still bring off some surprise on us."</i><br />
 <br />
Consider the above remarks at the highest level of the British Army HQ, even while the Royal Navy sat ready, intact, and the RAF ruled the skies.<br />
 <br />
Given all this, we feel we have the making of a pretty well thought out “What If” historical Panzer Campaign title, even if the battle had not taken place.<br />
 <br />
<b>The Campaign Game</b><br />
 <br />
Players familiar with Panzer Campaigns titles have become accustomed to the file naming conventions of using a # sign and a number string at the start of the scenario file name, so that the scenarios are listed chronologically after an initial Started scenario.<br />
 <br />
With Sealion .40, we.ve departed from this slightly because we are presenting two different campaigns periods for the invasion, butt we wanted to lead with the more historical September invasion, which I.ve been focusing on so far in the Notes here.<br />
 <br />
This September plan utilizes the historical landing schedule:<br />
 <br />
. 0600 Assault Boats; <br />
. 0800 Barges towed by Assault Boats; <br />
. 1000-1200 Barges towed by Transports; <br />
. 1800-2000 1st load from Transports; <br />
. 0800-1000 (S+1) 2nd load from Transports; <br />
. 2000-2200 (S+1) 3rd load from Transports; and <br />
. 0800-1000 (S+2) 4th load from Transports.<br />
 <br />
The fifth load from Transports consists of Divisional Services, as does the Assault Boats that return on S+4; the Transport round trips arrive every 4 days (optimistic) and thus the follow-up reinforcements are set to arrive on S+5, S+9, S+13, S+17, S+21, and S+25.<br />
 <br />
As this original September Sealion Campaign was:<br />
 <br />
a) based on historical plans; <br />
b) created before the Panzer Campaign engine had the Strategy Operation feature, where the attacking player could pick where, or what beaches, they wanted to attack; and <br />
c) could be a difficult fight for the attacking Germans, depending upon the skill of the Allied player, my partner and I wanted to also provide another option.<br />
 <br />
So we created a July 1940 Campaign, one with four Strategy Operations. Here the Axis player had some choices of where in England he wanted to attack, and whether he preferred to spread out the force over a wide area and overwhelm, or attempt to overwhelm, the British in several areas, or he could choose a more concentrated narrow approach as a better plan.<br />
 <br />
NOTE – the number of reinforcements does not reflect only axis reinforcements as the Option the Germans select also include Allied units that will respond to that option. So option #2 with 253 Reinforcements is not the best option – rather it is just one of the four.<br />
 <br />
Using the traditional scenario number scheme, the July Campaign would have come first in the list, but this we felt would take away for the historical focus of a September invasion that we wanted to highlight.<br />
 <br />
One key change made to the engine, to make this game possible, were the additions of the Parameters Invasion Side, Invasion Percentages, and Invasion Loss.<br />
 <br />
In early testing the game engine worked just as it had for the Allies invasion of Normandy,  Sicily, and Salerno. That is, complete Allied control of the seas and the skies above the beachhead. While our Sealion campaign is based on the premise that the Royal Navy and the RAF don.t control the seas or the skies, we were not about to presume the Germans had full control either.<br />
 <br />
These new parameters control the side invading, ie the Germans, the percent chance that any given unit would suffer some losses in the crossing, and, if losses were incurred, how severe they might be. That is to say, those armies Hitler planned to put on the beaches of southern England would NOT be carried on a fleet of special landing craft, as was the case for the Torch invasion of North Africa in late 1942. These units would be loaded on existing river barges and floated, or towed, across the English Channel likely with some interception by British aircraft, and patrol boats, as well as simply being swamps by high seas.<br />
 <br />
These parameters have a HUGE effect on the game as it saddles the Axis player with heavy losses before the army even pulls itself ashore. I can.t stress this enough. So during the first few days of any of the longer campaigns the Axis will find, through no fault of their own, they are simply being swallowed up in a huge hole of victory point deficit, which can only be turned around with a longer term view of pushing ashore, and, to occupy the high value objectives that are found inland.<br />
 <br />
With respects to the two Campaigns, July and September, aside from September being deemed as the more historical choice, here are the differences in terms of the two PDT files for each period.<br />
 <br />
. Daylight: The number of turns per day, Sept has less daylight than July, so the July Campaign has days with 11 turns per day with one turn of darkness, while days in Sept have only 10 turns with two turns of darkness. <br />
<br />
. Air Interdiction. For this we keyed from PzC France .40 where the Allies were 1 and the Axis 3, so for July we set the Allies 1 and the Axis as 5, but in September this values are Allies 3 Axis 2. <br />
<br />
. Interdiction effect: Normally this value is set at 25%. For July we went with 20%, or lighter armed ground attacks, leaving September as the normal default value.<br />
<br />
. Air Interception: Here again we worked off France 40 which was 10% and 25% for the Allies and Germans respectively. For July we kept these France 40 values but in September we made it harder for the Axis. Both sides are 15% <br />
<br />
. Unit recovery: We set this fairly high for both sides in July at 5% each. This reflects Germany recovery of men and equipment separated in the invasion phase that are lost, but not completely destroyed, being re-united with their units and, for the Allies, just the desperation that they must win this fight. For September, the Axis Value drops to 2% which matches the default game recovery for the Germans in Kursk, which has been much discussed on forums and modified post releases of the game. <br />
<br />
. Air Drop Losses Modifier: This was the PDT value we used to reflect changes in Allied Airborne losses from the default (100%) used in Normandy, to the high Airborne losses in Sicily (150%), all the way to Market Garden, where the Airborne units arrive on the ground intact (0%). For July we are using 125%, while September is the 150% value used in Sicily. The higher than normal losses reflect swift response by Allied units and civilians, and matches the value we used for the Germans in the Crete Campaign in the Salerno game.<br />
 <br />
. Invasion Losses: As previously discussed, we couldn.t have the Germans pouring ashore like the Allies did in Sicily, or Normandy, so we set the Invasion losses at 70% of the units with up to a maximum of 60% of the force. High? Yes, but then we felt it was justified and necessary both for game play and to recreate what losses for Germans units in the English Channel might be. For the easier July Campaign, the unit percent drops to 50% and the Maximum loss drops to 40%.<br />
 <br />
All the other parameter values remain the same between the July and September Campaigns. However there is another variable, that is the weather. The weather in July is better, with only normal and soft ground conditions, September introduces days with Mud as the ground conditions worsen. Furthermore, the Axis can rest assured that they will not encounter Storm turns in the July campaign. Some may argue this is an unfair advantage to the Axis, especially given the Allies suffered from the worst English Channel summer storm in history in 1944. However, going back to my reading of the AlanBrooke diaries, the weather in the summer of 1940 was particularly nice. There are references to the seas being “abnormally calm”. This, in keeping with our presentation of the September Campaign being the more historical and the July Campaign being easier and more in terms of “what if” they tried this, or that, we figured we would give the Axis a free pass to no storms in July.<br />
 <br />
Players familiar with the series and the effects of storms, who want to avoid storms altogether in the September campaign are advised to not use the Optional Rule “Programmed weather”.<br />
 <br />
Another effect players will find in the Campaigns is Supply Variations. We used five drops in supply totally 25% for the Axis as time progresses, and this reflects the difficulty we felt the Germans would have supplying the Army over the beachhead, as the Allies did in Normandy. So what you will find in either the July, or September Campaign, is the Germans will have to get ashore, get organized, and capture a port, or several ports. This will have the effect of seeing the low value Supply Sources on the beach drop to zero, and the Army could be isolated if they don.t capture ports to sustain supply through the latter stages of the campaign.<br />
 <br />
It will also present the Germans player with the dilemma, where they must decide to race against time before the supply drops vs. waiting for reinforcements to build up for the push inland. However, as the distance between the beach and the front line widen, the Germans will be faced with British Resistance in the form of partisan units arriving in their rear. These reinforcements are slightly different than in previous games. There is a new “Infiltration” check box in the Reinforcement Dialog, which means that should the unit arrive in an enemy occupied hex, the game will simply move the arrival hex to an unoccupied hex adjacent to it. Players who have dabbled with the scenario editor may notice these reinforcements have a negative value in the “protection” value. So, for example, if a Partisan unit has a -3 protection value, then it means the unit only arrives if the arrival hex is 3 away from a friendly occupied hex. The net effect of Infiltration reinforcements, with scatter, and a negative Protection value, is Partisans will arrive behind the lines and won.t be subjected to being blocked by axis occupied hexes, even accidentally.<br />
 <br />
Note though, these units are not as effective as combat units. They represent unconventional military forces with limited abilities. They are mainly used to harass enemy forces behind the main line, causing delay and confusion. Partisan units do not have a Zone-of-Control except for the hex they occupy. Their size and quality is quite varied, but they certainly mean the Axis will have to garrison their objectives and supply sources.<br />
 <br />
A final note on the Campaigns, not only are there two periods, September and July, but also there is what I call the regular or the Short Campaign, which is not really short at all when you consider the number of units and the 170 turns it entails. But more and more we are seeing players enjoying PBEM, even on larger Campaigns, and we felt at 170 turns, it might be something players could actually complete.<br />
 <br />
The Long Campaign on the other hand, represents the 378 turns that Wig Graves originally provisioned for when he created the original campaign. I really felt this was too long, and would require much higher victory levels for the longer period, a period which would not be reached in PBEM, and not be necessary in play vs. the AI. However, Wig had gone to a lot of trouble to work out Reinforcements right up to 20 October for a battle to last until 30 October. What I felt was the 4 October reinforcements until 10 October would be all that might ever come into play. The only solution I could see was to include both the short and long campaigns, and require a higher score for the Axis to achieve victory in the long campaign, reflecting additional objectives they will capture in the extra time required to complete it.<br />
 <br />
The final comment in these notes is for the testers, for without them, their input, and their comments on what we needed to do to bring this game from concept to something I hope many Panzer Campaign fans come to enjoy. I do hope I.ve remembered all the names for the credits movie because this project has been tested in so many phases, it would be very easily to forget someone.<br />
 <br />
Enjoy guys!<br />
Glenn Saunders<br />
 <br />
(Scenario list and descriptions to follow later.)</blockquote>

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			<dc:creator>rahamy</dc:creator>
			<guid isPermaLink="true">http://forums.gamesquad.com/blog.php?b=795</guid>
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			<title>Ancient Warfare series updates</title>
			<link>http://forums.gamesquad.com/blog.php?b=793</link>
			<pubDate>Tue, 02 Mar 2010 19:33:45 GMT</pubDate>
			<description><![CDATA[All three existing Ancient Warfare series games have been updated today with many new enhancements and also refinements to processes & fixes based on...]]></description>
			<content:encoded><![CDATA[<blockquote class="blogcontent restore">All three existing Ancient Warfare series games have been updated today with many new enhancements and also refinements to processes &amp; fixes based on customer feedback. We hope this makes all the games more enjoyable than ever for you:<br />
 <br />
<a href="http://www.hpssims.com/Pages/updates/up_Ancient/up_Ancient.html" target="_blank">http://www.hpssims.com/Pages/updates...p_Ancient.html</a></blockquote>

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			<dc:creator>rahamy</dc:creator>
			<guid isPermaLink="true">http://forums.gamesquad.com/blog.php?b=793</guid>
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			<title>A final hint...</title>
			<link>http://forums.gamesquad.com/blog.php?b=792</link>
			<pubDate>Mon, 01 Mar 2010 12:45:17 GMT</pubDate>
			<description><![CDATA[The game series represented with this Friday's release have not had a game in them for at least the last 18 months... :laugh:]]></description>
			<content:encoded><![CDATA[<blockquote class="blogcontent restore">The game series represented with this Friday's release have not had a game in them for at least the last 18 months... :laugh:</blockquote>

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			<dc:creator>rahamy</dc:creator>
			<guid isPermaLink="true">http://forums.gamesquad.com/blog.php?b=792</guid>
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			<title>The Tribuni…</title>
			<link>http://forums.gamesquad.com/blog.php?b=791</link>
			<pubDate>Sun, 28 Feb 2010 00:04:04 GMT</pubDate>
			<description>… is a series of scenarios covering fictitious actions of the tribuni attached to legio VII in 58 B.C. Created for HPS’ Gallic Wars PC game these...</description>
			<content:encoded><![CDATA[<blockquote class="blogcontent restore">… is a series of scenarios covering fictitious actions of the tribuni attached to legio VII in 58 B.C. Created for HPS’ Gallic Wars PC game these scenarios will cover many hypothetical situations that a tribune may have face in one of Caesar’s legions during his conquest of Gaul.<br />
 <br />
<b>legio VII</b> . . .<br />
 <br />
Commanding Officer: <br />
 <br />
legatus M. Crassus<br />
Four turmae of mounted stipatores (bodyguards) - 120 <br />
 <br />
Senior Officers:<br />
 <br />
tribunus V. Labeo<br />
tribunus A. Helva<br />
tribunus Ap. Nero<br />
tribunus C. Ahala <br />
tribunus Sp. Pavo<br />
tribunus L. Varro<br />
 <br />
The first three are senior to the last three. Typically they would be paired one senior tribune with one junior tribune if detached from the legio.<u> Each have one turmae of stipatores (30) assigned to him.</u><br />
 <br />
10 cohors (cohorts)*<br />
2 centuries of archers (centuria sagittarii)<br />
2 centuries of slingers (centuria funditor)<br />
2 ala of cavalry<br />
8 onager<br />
 <br />
1,200 servants/scribes and support troops<br />
568 wagons (representing the army mules)<br />
 <br />
* For these scenarios each cohors is broken into a combat element, a camp watch element, and a field support element.<br />
 <br />
Below is a list of the typical components of a cohort showing: labels, types &amp; number of counters, quality, and strength of each counter. The needs of the specific scenario will dictate which element(s) will be used, and if they are modified.<br />
 <br />
<u>Cohors Combat Element</u><br />
pilus prior 1 ldr counter (+) - 4 men<br />
pilus posterior 1 ldr counter (+) - 4 men<br />
hastatus prior 1 ldr counter (+) - 4 men<br />
hastatus posterior 1 ldr counter (+) - 4 men<br />
princepes prior 1 ldr counter (+) - 4 men<br />
princepes posterior 1 ldr counter (+) - 4 men<br />
 <br />
cohors ++ legio VII 6 HI counters (+++) - 60 men @<br />
 <br />
<u>Cohors Camp Watch Element</u><br />
tesserarii 3 ldr counters (med) - 2 men @<br />
 <br />
cohors ++ legio VII 6 HI counters (+++) - 10 men @<br />
 <br />
cohors ++ legio VII 1 A counter (+++) - 6 scorpions<br />
 <br />
<u>Cohors Field Support Element</u><br />
cohors ++ legio VII 1 CIV counter (lev) - 72 support troops<br />
 <br />
cohors ++ legio VII 1 BT counter (exp) - 6 wagons<br />
 <br />
+ I cohors: x1 (leg), x5 (exp); II - X cohors x2 (exp), x4 (med)<br />
++ I, II, III, IIII, V, VI, VII, VIII, VIIII, X<br />
+++ I (eli); IIII, VIII, X (vet); II, III, V, VII (exp); VI, VIIII (mil)<br />
 <br />
<b>The Gauls . . .</b><br />
 <br />
Sotiates - Village 4 (map reference number)<br />
 <br />
Population: 9,200 <br />
Warriors: 2,300 - 50 HC, 100 MC, 250 HI, 750 MI, 1,150 LI<br />
(total maximum – broken down by unit types: HC – heavy cavalry; MC – medium cavalry; HI – heavy infantry; MI – medium infantry; LI – light infantry)<br />
Leaders: Vasico Brennus Iacid, Adminius Iacid, Vasico Sinatid, Vodenos Bagmanius, Sigimer Bagmanius<br />
 <br />
Volcates - Village 2<br />
 <br />
Population: 3,200<br />
Warriors: 800 - 40 HC, 40 MC, 160 HI, 160 MI, 400 LI<br />
Leaders: Tincomarus Correid, Sisillius Correid, Atix Divicid, Dummacos Duratid <br />
 <br />
Tarbelli - Village 3<br />
 <br />
Population: 1,600 <br />
Warriors: 400 - 20 HC, 20 MC, 80 HI, 80 MI, 200 LI Tarbelli<br />
Leaders: Lutarius Marganid, Dubnovellaunus Marganid, Iacus Vodenosid<br />
 <br />
Ausci - Village 4a<br />
Population: 1,600<br />
Warriors: 400 - 20 HC, 20 MC, 80 HI, 80 MI, 200 LI<br />
Leaders: Talorc, Viridorix Vendorix, Boio Luernios<br />
 <br />
Varduii - Village 4b<br />
Population: 1,200<br />
Warriors: 300 - 10 HC, 10 MC, 40 HI, 90 MI, 150 LI<br />
Leaders: Drappes Casticos, Etitovius Surus, Ducarius Etitovius <br />
 <br />
Elsuates - Village 1<br />
Population: 2,400<br />
Warriors: 600 - 20 HC, 40 MC, 80 HI, 160 MI, 300 LI<br />
Leaders: Galba Elitovid, Mallaius Elitovid, Kimarcus Elitovid, Coilus Elitovid, Buite Elitovid<br />
 <br />
<b>The Scenarii…</b><br />
 <br />
<b>Tribunus_001.scn</b><br />
 <br />
Tribunus L. Varro forages for food. *fictitious* Your camp commander, Tribunus Ap. Nero has ordered you to go to requisition food, and fodder from the nearby village belonging to the Tarbelli tribe. He has assigned you cohors VI with its new recruits to accomplish the task. When you arrived at your destination, the local headsman, Lutarius Marganid told you to take what food and fodder you needed but to leave his village and people alone, then he rode off. "Odd behavior", you thought, but at least there was no sign of danger. As your men entered the village you found it deserted of people, "odd." You would have to send your soldiers and servants into the fields to gather the supplies. This delay was unwelcomed, but still no sign of trouble. After an hour our so, your mounted scouts reported a large band of people coming your way. It must be the villagers. After having a look yourself, you concluded it was the villagers, and they were prepared to fight!<br />
 <br />
Cohors VI legio VII gathering food and fodder from a Tarbelli village.<br />
 <br />
 <br />
<img src="http://www.hc-llc.net/blog/Tarbelli_Village.jpg" border="0" alt="" /> <br />
 <br />
Romans: Successfully exit your train and troops off the map. (Exit through Victory Exit hex on edge of map.) Approximate troop strength: 500.<br />
 <br />
Tarbelli: Chase the Romans from your village, and recover the requisitioned supplies. (Capture the Roman wagons.) Approximate troop strength: 1,600.<br />
 <br />
Turns: 16 (four hours) <br />
 <br />
<b>Tribunus_002.scn</b><br />
 <br />
Tribunus Ap. Nero punishes the Tarbelli. *fictitious* Yesterday the Tarbelli sprung a trap on VI cohors led by Tribunus L. Varro, who was sent to requisition food from the village. Today Nero sets out to punish the village, and to reassert the power and prestige of Rome.<br />
 <br />
The Tarbelli prepare to defend their village.<br />
 <br />
<img src="http://www.hc-llc.net/blog/Tarbelli_Defending.jpg" border="0" alt="" /><br />
 <br />
Romans: Punish the crafty Tarbelli. (Eliminate as many Gauls as possible.) Approximate troop strength: 1,200.<br />
 <br />
Tarbelli: Defend your village. (Eliminate as many Romans as possible while avoiding heavy losses.) Approximate troop strength: 1,600.<br />
 <br />
Turns: 8 (two hours)<br />
 <br />
<b>Tribunus_003.scn</b><br />
 <br />
Tribunus L. Varro defends the fort. *fictitious* Two hours earlier the detachment leader, Tribunus Ap. Nero, marched out with the fort's three cohors to punish the Tarbelli tribe. You were left with the daily watch and the cohors' artillery to defend the fort. A few minutes ago your sentries reported a Gallic force headed your way.<br />
 <br />
Tribunus L. Varro commands the day watch at the camp.<br />
 <br />
<img src="http://www.hc-llc.net/blog/Varro_Camp.jpg" border="0" alt="" /><br />
 <br />
Romans: Defend your camp. (Prevent the Gauls from capturing your wagons and civilians.) Approximate troop strength: 250.<br />
 <br />
Volcates: Overrun the camp. (Eliminate as many Romans as possible, capture any wagons.) Approximate troop strength: 400.<br />
 <br />
Turns: 16 (four hours)<br />
 <br />
<b>Tribunus_004.scn</b><br />
 <br />
Tribunus L. Varro escorts prisoners. *fictitious* Nero brought back prisoners from his punitive raid on the Tarbelli. He has tasked you with the mission of moving this bounty to legate Crassus' camp. You have been given cohors VI to fulfill your mission. Enroute, you are ambushed by remnants of the Tarbelli, and their allies bent on rescuing their people. <br />
 <br />
Cohors VI escorts Tarbelli prisoners.<br />
 <br />
<img src="http://www.hc-llc.net/blog/Prisoner_Escort.jpg" border="0" alt="" /><br />
 <br />
Romans: Exit the map with your prisoners. . (Exit through Victory Exit hex on edge of map.) Approximate troop strength: 500 + 600 POWs.<br />
 <br />
Gauls: Free your fellow Gauls. (The captive Gauls are 'freed' by eliminating the Roman civilian units titled "Tarbelli", and the Roman leader titled "Dubnovellaunus Marganid".) Approximate troop strength: 600.<br />
 <br />
Turns: 16 (four hours)<br />
 <br />
<b>Tribunus_005.scn</b><br />
 <br />
Tribunus Ap. Nero defends the fort. *fictitious* The past few days has seen tensions heighten as Gallic resistance to Roman occupation. Forwarned by the sympathetic Ausci of an impending attack by several local tribes, Nero draws his battle line. The new recruits hold the forward wall of the camp supported by the cohors many scorpiones. The Ausci forms on the left of the V &amp; VII cohortes, while the stipatores form to the right.<br />
 <br />
<img src="http://www.hc-llc.net/blog/NeroDefendsHisCamp.jpg" border="0" alt="" /><br />
 <br />
Romans: Defend your camp by repelling the Gauls.<br />
 <br />
Gauls: Destroy the Roman camp and eliminate Rome’s presence in your territory, by eliminating Roman troops and capturing their wagons.<br />
 <br />
Turns: 16 (four hours)<br />
 <br />
This package can be found in the Downlads section here at GameSquad, in the <a href="http://forums.gamesquad.com/downloads.php?do=cat&amp;id=129" target="_blank">HPS\Ancient Warfare </a>section.</blockquote>


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			<dc:creator>rahamy</dc:creator>
			<guid isPermaLink="true">http://forums.gamesquad.com/blog.php?b=791</guid>
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			<title>Alien: The Right Way to Make a Movie</title>
			<link>http://forums.gamesquad.com/blog.php?b=790</link>
			<pubDate>Sat, 27 Feb 2010 16:44:23 GMT</pubDate>
			<description>Why is it there are so few truly classic horror and sci-fi films? Are these films really that hard to make, or are we just cursed to suffer through...</description>
			<content:encoded><![CDATA[<blockquote class="blogcontent restore">Why is it there are so few truly classic horror and sci-fi films? Are these films really that hard to make, or are we just cursed to suffer through one lame release after another? It's really aggravating considering how many really good sci-fi and horror novels there are to draw on for inspiration. Is Hollywood really that clueless?<br />
 <br />
But there are a few gems in the rough. <i>Blade Runner, The Thing</i>, and <i>Jaws</i> come to mind. Another movie I never get tired of is Ridley Scott's <i>Alien</i>.<br />
 <br />
One of things I always found compelling about this film was the way every element was portrayed with a gritty realism. For example, the ship isn't a sexy combat vessel like the Star Trek <i>Enterprise</i>, but a crawling industrial ship that looks like something we might actually build. The crew, too, look and act like ordinary people, not movie stars acting a part. They smoke, they curse, they bicker over money and work, they look tired and cranky when they wake up. None of them are particularly heroic, just scared and a little bit desperate. And, of course, the alien itself is a wonderful conceptual design, complete with plausible explanations of its biology and life cycle. Unlike most scary films, the director makes the alien itself interesting and mysterious, something so different that we find ourselves wanting to know more about it and where it came from. <br />
 <br />
Scott is one of those rare directors that intuitively understands that sometimes less is more. He doesn't stick the creature in our faces at every opportunity or seek to throw as much pointless gore at the audience as possible. Instead, the alien behaves like we might expect a wild animal to act in a strange environment, preferring to hide in dark places and not wanting to be disturbed. When it does attack, it does so for a reason.<br />
 <br />
But for all the great things you can say about <i>Alien's</i> sets, its wonderful back story, and the creativeness of the alien itself, the film really revolves around the performances by the crew. And they're believable. They're not beautiful teenagers foolishly walking into obvious danger and uttering meaningless dialog just to keep the story moving along. Each is integral to the story and there is no 'useless crewman #32' served up because someone is needed to feed the monster in the next scene. On the contrary, we instantly grasp who these people are and what their role is on the ship. In short, the parts are well written and Scott does a great job getting low key, but intense, performances out of each of the actors.<br />
 <br />
Lastly, this film showcases the value of a quiet moment. There are long sequences when the camera just pans around the ship or lingers on the crew members as they ponder some question, but no one speaks and the audience is slowly sucked in. Rather than have one of the characters tell us what's going on by belaboring the obvious, Scott instead chooses to let us experience it for ourselves and draw our own conclusions. The end result is moody and atmospheric, and we can relate to what the crew is going through.<br />
 <br />
It's always amazes me just how often Hollywood gets it wrong and how clueless so many screenwriters and directors seem to be. There really ought to be more movies like Alien. It's only when you watch a film like this that you realize just how pathetic most other offerings really are.</blockquote>


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			<dc:creator>Don Maddox</dc:creator>
			<guid isPermaLink="true">http://forums.gamesquad.com/blog.php?b=790</guid>
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			<title>A further hint or two...</title>
			<link>http://forums.gamesquad.com/blog.php?b=789</link>
			<pubDate>Wed, 24 Feb 2010 15:12:14 GMT</pubDate>
			<description>Both upcoming games are from John Tiller Software... 
  
Both are from existing series of games...</description>
			<content:encoded><![CDATA[<blockquote class="blogcontent restore">Both upcoming games are from John Tiller Software...<br />
 <br />
Both are from existing series of games...</blockquote>

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			<dc:creator>rahamy</dc:creator>
			<guid isPermaLink="true">http://forums.gamesquad.com/blog.php?b=789</guid>
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			<title>Eckmuhl updated</title>
			<link>http://forums.gamesquad.com/blog.php?b=788</link>
			<pubDate>Tue, 23 Feb 2010 01:23:42 GMT</pubDate>
			<description>A new update has been posted for Campaign Eckmuhl tonight: 
  
http://www.hpssims.com/Pages/updates/up_NapBats/up_NAPBAT.html 
  
Aiming to have all...</description>
			<content:encoded><![CDATA[<blockquote class="blogcontent restore">A new update has been posted for Campaign Eckmuhl tonight:<br />
 <br />
<a href="http://www.hpssims.com/Pages/updates/up_NapBats/up_NAPBAT.html" target="_blank">http://www.hpssims.com/Pages/updates...up_NAPBAT.html</a><br />
 <br />
Aiming to have all the games in this series updated soon.<br />
 <br />
NOTE: Starting with this version, no CD-check is performed by the<br />
main program and all documentation is supported only in PDF format,<br />
available from the Help menu in each application.<br />
<br />
Changes to Campaign Eckmuhl 1.13<br />
    - Change so that Infantry can melee attack mounted Cavalry in Obstructed terrain.<br />
    - Change so that Artillery Weather effect does not apply to Indirect Fire weapons.<br />
    - Added ability to specify that releases cause the units in the specified organization to become Fixed rather than releasing them.<br />
    - Added Dragoons to the cavalry types, which can dismount.<br />
    - Change so that retreating units cannot overrun Skirmishers in Chateau hexes.<br />
    - Added feature to award victory points for supply wagon losses.<br />
    - Added ability for weapons to be defined as not having bayonets, which reduces the melee strength of the units carrying them to 1/3 of normal strength.<br />
    - Added ability for artillery to be given an indirect fire capability.<br />
    - Added a Supply Source feature that can be used with the optional Isolation rule to determine unit Isolation (see Supply section in Users Manual).<br />
    - Added ability to put abatis and trenches in a scenario.<br />
    - Added separate Bridge Movement value to parameter data.</blockquote>

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			<dc:creator>rahamy</dc:creator>
			<guid isPermaLink="true">http://forums.gamesquad.com/blog.php?b=788</guid>
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			<title>1/72 Italeri - PAK 40 AT Gun with crew project</title>
			<link>http://forums.gamesquad.com/blog.php?b=786</link>
			<pubDate>Fri, 19 Feb 2010 21:01:54 GMT</pubDate>
			<description>I was at my local hobby store the other week and found the 1/72 Italeri - PAK 40 AT Gun with crew was marked down. As of late I have been dabbeling...</description>
			<content:encoded><![CDATA[<blockquote class="blogcontent restore">I was at my local hobby store the other week and found the 1/72 Italeri - PAK 40 AT Gun with crew was marked down. As of late I have been dabbeling with the idea of gaming in 1/72 (and am actually in the process of playing a remote game with someone) So I couldn't pass up the deal. The box came with 2 guns and 6 figures per gun. The first gun and crew I decided to use as my practice run as I don't have alot of experience in 1/72 scale. I figured I would use that gun and crew to game with so if I made mistakes it would matter as much. The second gun and crew I decided to put together for display for my own enjoyment. <br />
 <br />
Hope you enjoy!<br />
 <br />
 <br />
<a href="http://forums.gamesquad.com/attachment.php?attachmentid=28820&amp;d=1266612936" id="attachment28820" rel="Lightbox_786" ><img src="http://forums.gamesquad.com/attachment.php?attachmentid=28820&amp;d=1268333610&amp;thumb=1" border="0" alt="Click image for larger version

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			<dc:creator>SoccerDJ</dc:creator>
			<guid isPermaLink="true">http://forums.gamesquad.com/blog.php?b=786</guid>
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			<title>A Review of Stalker: The Movie</title>
			<link>http://forums.gamesquad.com/blog.php?b=785</link>
			<pubDate>Fri, 19 Feb 2010 04:06:48 GMT</pubDate>
			<description>Image: http://i226.photobucket.com/albums/dd70/CrusaderScott/GS/flm_st09.jpg  
  
  
Brilliant! Visionary! Magical! 
  
Those are just some of the...</description>
			<content:encoded><![CDATA[<blockquote class="blogcontent restore"><div align="center"><img src="http://i226.photobucket.com/albums/dd70/CrusaderScott/GS/flm_st09.jpg" border="0" alt="" /></div> <br />
 <br />
<div align="left">Brilliant! Visionary! Magical!</div> <br />
<div align="left">Those are just some of the words that come to mind after viewing Andrei Tarkovsky’s Stalker, an adaption of Boris and Arkady Strugatsky’s novella, Roadside Picnic.</div> <br />
<div align="left">Now, before you run off and rent the film, there are a few things you need to know:</div> <br />
<div align="left">First and foremost, this is a very loose adaption of Roadside Picnic. Really, the only thing retained from the original novella is the idea of “the Zone”, a dangerously unpredictable area that attracts “stalkers”, individuals who brave the dangers of the Zone to obtain the fabled riches within. While the main character, known simply as “Stalker”, bears a passing personality resemblance to “Red” in RP, there really is no other connection to the novel. In fact, while Roadside Picnic takes place around the Canadian Zone, just one of six created around the world by blasts of radiation originating from a distant alien civilization, Tarkovsky’s Zone is located in Russia, and is hinted to have been created by a meteorite, a la Tunguska, a connection I consider to be a clever twist. So if you’re a Roadside Picnic purist, be warned.</div> <br />
<div align="left">Also be warned that this is a…wait for it…Soviet film from 1979. Well, perhaps calling it a “Soviet film” is not fair as both RP and Stalker have a decidedly contrarian message about all things totalitarian and materialist. What is more, the movie (well, DVD release) only offers subtitles or voice-overs, no dubbing. Normally I don’t mind subtitles, but bear in mind this movie is almost three hours long, so….</div> <br />
<div align="left">With those caveats in place, I can simply get on to proclaiming the virtues of this masterpiece. And it is that…a masterpiece. It is the type of film that just could not get made in modern Hollywood.</div> <br />
<div align="left">To begin with, the movie is visually arresting, akin to Ridley Scott’s Blade Runner. Oh, you won’t find any special effects in this film, but you will find an absolutely brilliant use of color, scene framing and long takes. For example, as Victor Fleming used black and white to depict Kansas and color for Oz in his masterpiece The Wizard of Oz, Tarkovsky uses sepia tones to depict life outside the Zone and color for life in the Zone. It is a brilliant move that makes life in the Zone seem as vivid as it is for the brave stalkers who risk its dangers.</div> <br />
<div align="left">What is more, Tarkovsky does something that is marvelous in its restraint. Think about this: have you noticed that when Hollywood (or modern gaming) creates a fantasy setting, it feels a need to pack it full of gimmickry and rush the viewer through it at a breakneck pace, as if something only feels real if it resembles an amusement park ride? Tarkovsky does the opposite. The entire film, particularly those moments in the Zone, takes its time showing off the scenery, allowing the viewer to ponder what they are observing. There are some wonderfully emotional and haunting moments where the camera will linger on some bit of scenery, such as detritus floating in standing water, to convey a sense of timelessness and loss within the Zone. This is especially effective as Tarkovsky shot Stalker in a number of locales that included a mix of nature and abandoned buildings (all in all, a remarkably prescient thing to do considering the events at Chernobyl were a mere six or so years away). The result is a powerful presence created by the natural setting, something that is as chilling as it is beautiful. It really does feel ethereal and taps into that primal attraction for the desolate and forbidden that we all feel. Tarkovsky wisely gives the viewer all the time he needs to imbibe it, time and again.</div> <br />
<div align="left">Example:</div> <br />
<div align="center">
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Just as haunting is the wonderful soundtrack. I cannot speak about the original release, but the DVD takes full advantage of modern 5.1 Dolby and uses it to bring the natural sounds of the Zone to wonderful life. It all sounds thoroughly immersive, as does the moments of deafening silence where little more than innocuous background noise can be heard. What is more, the music, as scored by Eduard Artemyev, is suitably haunting and emotionally evocative.<br />
 <br />
Here’s an example of the impact such deft use of both sight and sound can have: the famous “dream sequence”:<br />
 <br />
<div align="center">
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<br />
<div align="left">As mentioned above, the plot is different from the novella. Here we have a stalker leading two men, known simply as “Professor” and “Writer”, into the Zone to find a reputed wish-granting room. As it is often said, a trip is not about the destination but about the journey, and Stalker is no different. This is your classic travelling tale where, along the way, the three souls discuss a variety of topics that illuminate their characters. Why risk the dangers of the Zone? Why does the Zone exist? What will they wish for if they survive the trip? It is a fascinating series of exchanges that span theology, philosophy and self-discovery. It is here where Stalker is most memorable, because the questions it asks, and the answers it hints at, are uplifting in the truest sense of the word (and remarkable because, again, this is a Soviet film with a decidedly anti-Marxist theme). <br />
 <br />
The dialogue is also poetic, at times reminding me of some of the great American movies of years past, such as The Lion in Winter or Cleopatra. In one emotional scene, the stalker’s wife says this prayer for her husband and his party:</div><blockquote><div align="left"><i>“Let everything that's been planned come true. Let them believe. And let them have a laugh at their passions. Because what they call passion, actually is not some emotional energy, but just the friction between their souls and the outside world. And most important, let them believe in themselves. Let them be helpless like children, because weakness is a great thing, and strength is nothing. When a man is just born, he is weak and flexible, when he dies, he is hard and insensitive. When a tree is growing, it's tender and pliant, but when it's dry and hard, it dies. Hardness and strength are death's companions. Pliancy and weakness are expressions of the freshness of being. Because what has hardened will never win.”</i> <br />
</div></blockquote><div align="left">For me, perhaps the most memorable scene occurs early in the film. It is where the party just enters the Zone and the stalker asks to be alone. What does he do? Well, this:</div> <br />
<br />
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 <br />
<div align="left">Even though the stalker fears the Zone - fears it with every fiber of his being – he also loves the Zone (“the bi*ch” as Red calls it) for it is more real than anything is his humdrum life outside the Zone. The Zone, you see, is not just an external place, but also one that becomes quite internal. It is both trap and refuge, snare and sanctuary for those who never felt at home in the &quot;normal&quot; world. All in all, it is perhaps one of the most memorable and emotional cinematic moments I have ever seen.<br />
<br />
Perhaps the best part of Stalker is that it is a film that you will be endlessly pondering and debating. Like the Zone itself, there is nothing cut and dried in the movie, no clear answers, only suggestions of truth. What is more, the movie is packed with metaphor and symbolism. If you think you can comprehend Stalker in just one viewing, think again. The meaning of the final scene alone is enough to keep you pondering for months on end.<br />
<div align="left"><br />
If you are a fan of “serious” science fiction, you *must* give Stalker a viewing. Like Ridley Scott’s Blade Runner or Stanley Kubrick's 2001: A Space Odyssey, it is a visually arresting, philosophically probing movie of the first order. What is more, as with an artifact from the Zone, it is also an exotic mystery, one that will compel you to revisit this enigmatic realm time and again.<br />
<br />
</div> <br />
</div></blockquote>


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			<dc:creator>Scott Tortorice</dc:creator>
			<guid isPermaLink="true">http://forums.gamesquad.com/blog.php?b=785</guid>
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			<title>Admiring the sea...</title>
			<link>http://forums.gamesquad.com/blog.php?b=784</link>
			<pubDate>Thu, 18 Feb 2010 15:44:09 GMT</pubDate>
			<description>Aah, the smell of the ocean, the sound of the waves...whether its standing on the beach or riding the waves - its a powerful experience...mix in a...</description>
			<content:encoded><![CDATA[<blockquote class="blogcontent restore">Aah, the smell of the ocean, the sound of the waves...whether its standing on the beach or riding the waves - its a powerful experience...mix in a few explosions and some burnt gunpowder and I'm all set! :D</blockquote>

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			<dc:creator>rahamy</dc:creator>
			<guid isPermaLink="true">http://forums.gamesquad.com/blog.php?b=784</guid>
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			<title>WW Updated</title>
			<link>http://forums.gamesquad.com/blog.php?b=783</link>
			<pubDate>Sun, 14 Feb 2010 13:20:04 GMT</pubDate>
			<description>SB: Winter War has been updated which completes the series update for the Squad Battles games. They all have had the CD check removed plus a large...</description>
			<content:encoded><![CDATA[<blockquote class="blogcontent restore">SB: Winter War has been updated which completes the series update for the Squad Battles games. They all have had the CD check removed plus a large number of enhancements, depending on when it was released relative to the updates:<br />
 <br />
<a href="http://www.hpssims.com/Pages/updates/up_SB/up_SB.html" target="_blank">http://www.hpssims.com/Pages/updates/up_SB/up_SB.html</a><br />
 <br />
This series still has some excellent new content coming your way too, so stay tuned!</blockquote>

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			<dc:creator>rahamy</dc:creator>
			<guid isPermaLink="true">http://forums.gamesquad.com/blog.php?b=783</guid>
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			<title>Looking for a lot of good men!</title>
			<link>http://forums.gamesquad.com/blog.php?b=782</link>
			<pubDate>Sun, 14 Feb 2010 00:14:04 GMT</pubDate>
			<description>WW2 The Big One is a free pbem wargame that is both challenging and easy to play. It has action on Strategic, Operational, and Tactical levels....</description>
			<content:encoded><![CDATA[<blockquote class="blogcontent restore">WW2 The Big One is a free pbem wargame that is both challenging and easy to play. It has action on Strategic, Operational, and Tactical levels. Players compete at sea, in the air, and on land. The rules and the game are free. Nothing else compares.<br />
In this day of video gaming much is made of the graphics and animation, the sound of a new game. So much attention is paid to these things, and multiplayer activity, that the depth of the storyline and gameplay is secondary.<br />
<br />
The game is a thinking man’s game. There are no fancy visuals or room-shaking sound effects. It is all in the imagination. It is human vs human again, without the power-ups and addons of the video gaming world.<br />
<br />
If you can concentrate, have imagination, and can communicate, this is for you.<br />
<br />
There are two sides in this game, Axis and Allies. To play properly, there must be a balance of people on each side. I must be sure there are real people on both sides of every battle.<br />
<br />
This is not a battle game or a campaign. It is the whole war, all of it. There's no AI here, it's human vs human.<br />
<br />
War is not easy. It is made of frustration, missed communications, lack of men, missing information, doubt, never enough people to do what needs to be done, hurry up and wait, and all the rest of the problems that come up when a group of people try to do anything.<br />
<br />
We need a lot of good men to make it work. Are you up for a challenge?<br />
<a href="http://ww2thebigone.webs.com" target="_blank">http://ww2thebigone.webs.com</a><br />
<br />
Regards,<br />
<br />
Mike Raymond<br />
Author</blockquote>

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			<dc:creator>r6751</dc:creator>
			<guid isPermaLink="true">http://forums.gamesquad.com/blog.php?b=782</guid>
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			<title>No gamepad for you!</title>
			<link>http://forums.gamesquad.com/blog.php?b=781</link>
			<pubDate>Fri, 12 Feb 2010 17:48:47 GMT</pubDate>
			<description>I actually saw this last night on the Bioshock 2 message boards, and again this morning on EvilAvatar; 
 
 
Hey guys, 
 
I talked to the dev team...</description>
			<content:encoded><![CDATA[<blockquote class="blogcontent restore">I actually saw this last night on the Bioshock 2 message boards, and again this morning on EvilAvatar;<br />
<br />
<br />
<i>Hey guys,<br />
<br />
I talked to the dev team about controller support for BioShock 2, and I want to let you know that we won&#8217;t be adding this into the game in a patch. The decision not to support the controller was not made lightly, and to add it now would take a complete re-envisioning of the UI that the team worked so hard to create.<br />
<br />
I&#8217;m sorry for those of you who are disappointed, and I want you to know that your comments and concerns have been heard and will be taken in to account when we are planning in the future.<br />
<br />
Thanks,<br />
<br />
-Elizabeth</i><br />
<br />
For the record, the controls for Bioshock 2 on the PC are better than the first game. With that said, they are still not great and it would have been nice if the PC version had support for a gamepad or wired Xbox controller.<br />
<br />
The biggest complaint for me has to be the mouse controls; you use the left button for firing weapons and the right button for firing off plasmids, pretty standard stuff. The problem is that on screen your left hand is your plasmids and the right hand is your weapons, so the tendency is to press the wrong mouse button because you are reacting to what you see on the screen.<br />
<br />
Another problem regarding the controls, they differ some between the multiplayer and the singleplayer. Cycling through your plasmids and weapons works great in multiplayer because you have a limited number to work with, but it's completely different on the singleplayer side and it's frustrating.<br />
<br />
But all of these problems would be cured if there was controller support for the game. The sad truth about Bioshock 2 is it's a console port in every way but the controls.</blockquote>

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			<dc:creator>jayedub7423</dc:creator>
			<guid isPermaLink="true">http://forums.gamesquad.com/blog.php?b=781</guid>
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			<title>My bit of nerd rage.</title>
			<link>http://forums.gamesquad.com/blog.php?b=780</link>
			<pubDate>Wed, 10 Feb 2010 06:19:52 GMT</pubDate>
			<description>Do you ever listen to a podcast and suddenly go into instant nerd rage over something that is said, or a certain topic of discussion? I did today. 
...</description>
			<content:encoded><![CDATA[<blockquote class="blogcontent restore">Do you ever listen to a podcast and suddenly go into instant nerd rage over something that is said, or a certain topic of discussion? I did today.<br />
<br />
The host of the podcast was talking about Star Trek Online and about how the community is really good for that game and just ignore the forums because of all the hate for the game. For some reason I had this knee jerk reaction and about turned off my mp3 player because of it.<br />
<br />
But after writing this post three different ways, I realized that it's really much ado about nothing. I think my reaction came from the bad taste in my mouth left by Champions Online, Cryptic's other MMO. I do think that the official forums for any MMO only tell part of the story of the overall health of the game. But I guess if you were to use that same logic with WoW then one would think that game should have been canned along time ago.<br />
<br />
I guess the morale of the story is not to take everything so personal, it's just a podcast for goodness sakes.</blockquote>

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			<dc:creator>jayedub7423</dc:creator>
			<guid isPermaLink="true">http://forums.gamesquad.com/blog.php?b=780</guid>
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			<title>Somewhere along the Eastern front in August 1943…</title>
			<link>http://forums.gamesquad.com/blog.php?b=778</link>
			<pubDate>Sat, 06 Feb 2010 02:07:52 GMT</pubDate>
			<description>After some dicussion on another forum (see my previous blog post) about how people like to game I thought I woud try somthing new to help a gaming...</description>
			<content:encoded><![CDATA[<blockquote class="blogcontent restore"><font size="3">After some dicussion on another forum (see my previous blog post) about how people like to game I thought I woud try somthing new to help a gaming session become more immersive. I fired up CMBB and ended up with this. This is my first attempt at historical fiction so I hope you enjoy.</font><br />
 <br />
 <br />
<font face="Times New Roman"><font size="3">A breeze blows in the open door of a damaged Russian farm house before it can be shut sending a few sheets of paper floating to the floor. Cursing under his breath Lt. Vetter of 2nd Platoon walks over and picks up the runaway papers. Setting them on the old wooden desk he lets out a sigh as he sits down and begins to catch up on his mission reports.</font></font><br />
 <br />
<font size="3"><font face="Times New Roman"><i>“This is not what I had in mind when I volunteered to command a platoon in Hitler’s Army” </i>he thought to himself.</font></font><br />
 <br />
<font face="Times New Roman"><font size="3">Thankfully for the past week his platoon and his childhood friend Lt. Follack’s 1st Platoon had been assigned to a quiet part of the Russian front. They were dug in on the edge of a small village whose name he could not pronounce, but then again when the war was over and the maps redrawn it would be given a name more suited to its German owners. This period of quiet in the small village had given his men time to rest and Lt. Vetter time to catch up on all the paper work he so dreaded.</font></font><br />
 <br />
<font size="3"><font face="Times New Roman">He had just returned to his HQ from having lunch at Lt. Follack’s HQ. He wished he could have stayed longer but need to get back to his own HQ so that he was closer to his men who had taken up temporary residence in the abandon houses at the intersection in the village bellow. </font></font><br />
 <br />
<font size="3"><font face="Times New Roman">Thinking to himself again <i>“it’s just my luck that my platoon gets to be the forward most unit on this part of the front while Follack and his men are resting comfortably in the nicer houses on the outskirts of the village.”</i> </font></font><br />
 <br />
<font size="3"><font face="Times New Roman">However, he was thankful that both platoon’s supplies had shown up while he was at Follack’s HQ. This time he was able to make sure 1st Platoon didn’t get a chance to pick through his men’s supplies. It finally explained why his men had not received their cigarettes for the last week. When he had mentioned it, Follack pretended he didn’t know what Vetter was talking about. That was fine with Lt. Vetter because in another week when the platoons rotated positions his men would just do the same to his friend. </font></font><br />
 <br />
<a href="http://forums.gamesquad.com/attachment.php?attachmentid=28660&amp;d=1265421305" id="attachment28660" rel="Lightbox_778" ><img src="http://forums.gamesquad.com/attachment.php?attachmentid=28660&amp;d=1268333593&amp;thumb=1" border="0" alt="Click image for larger version

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<font face="Times New Roman"><font size="3">The men in his HQ were busy dividing up the supplies for his 4 squads and MG42 team. He planned in the next hour to personally deliver the supplies to his men as well as some vodka he had found hidden in the farm house. Lt. Vetter had a good relationship with his men, he treated them well and they respected him doing almost anything for him. He chuckled to himself as he thought about the trouble that 1st Platoon gave his friend Lt. Follack. Follack had always been the trouble maker when they were younger, and now he was getting a taste of his own medicine. But Lt. Vetter knew that when it came down to it he could count on 1st Platoon to back him and his men up in combat.</font></font><br />
 <br />
<font face="Times New Roman"><font size="3">In the corner of the room the radio suddenly crackles to life; plugging in the headphone his radio man listened intently and then furiously scribbles down a message. Quickly jumping up the young radio man, Unteroffizier Fritz, comes over handing Lt. Vetter a scrap of paper</font></font><br />
 <br />
<i><font size="3"><font face="Times New Roman">“Message from company headquarters sir”</font></font></i><br />
 <br />
<font face="Times New Roman"><font size="3">Looking down at the scrap of paper Lt. Vetter reads</font></font><br />
 <br />
<b><i><font size="3"><font face="Times New Roman">Aerial recon spotted enemy units moving your way to the east of your current position. Several enemy infantry platoons spotted, no supporting vehicles</font></font></i></b><br />
 <br />
<font size="3"><font face="Times New Roman"><i>“So much for a quiet place to do paper work. At least there is no armor with the enemy”</i> He thinks to himself. </font></font><br />
 <br />
<font face="Times New Roman"><font size="3">However, he quickly reminds himself how many times aerial recon has been wrong. This time he desperately hopes they are correct as 1st and 2nd Platoons are still waiting for their replacement anti-tank teams. Lt. Vetter and Lt. Follack had lost track of how many requests they made to headquarters practically begging for even one anti-tank team. Their last team had fallen victim to an enemy sniper but not before causing its share of damage.</font></font><br />
 <br />
<font size="3"><font face="Times New Roman">Snapping out of his thoughts Lt. Vetter jumps up, his training kicking in, and starts issuing orders to the members of his HQ. </font></font><br />
 <br />
<font size="3"><font face="Times New Roman"><i>“Unteroffizier Fritz get back on the radio and make sure Lt. Follack has also received the warning message.”</i> </font></font><br />
 <br />
<font face="Times New Roman"><font size="3">Looking at his two runners he barks </font></font><font size="3"><font face="Times New Roman">“<i>Take the ammo out of the supplies and quickly distribute it to the squads at the intersection. Let them know the situation then stay there and bring back word when the enemy has been spotted.”</i></font></font><br />
 <br />
<font face="Times New Roman"><font size="3">Turning to the remaining private </font></font><i><font size="3"><font face="Times New Roman">“Take this ammo back to the MG42 and let them know the situation. Relay my order not to fire until the enemy is within effective range.”</font></font></i><br />
 <br />
<font face="Times New Roman"><font size="3">By this time Unteroffizier Fritz has word from 1st Platoon</font></font><br />
 <br />
<font size="3"><font face="Times New Roman">“<i>Sir, Lt. Follack has received the message and is preparing his men. He says they will be available to assist where needed.”</i></font></font><br />
<font face="Times New Roman"><font size="3">Staring out the door towards where the enemy will be approaching from Lt. Vetter says</font></font><br />
 <br />
<i><font face="Times New Roman"><font size="3">“Send another message telling Lt. Follack to make sure his MG42 is fully supplied and deployed to cover the approach on our right flank. And let him know we’ll send for him IF we need him.”</font></font></i><br />
 <br />
<font face="Times New Roman"><font size="3">Looking around his HQ as his men carry out his orders he hopes that his men at the village intersection will have time to prepare themselves. Again the radio crackles and Unteroffizier Fritz is by his side saying</font></font><br />
 <br />
<font size="3"><font face="Times New Roman">“<i>Sir, Lt. Follack has his MG42 position on your right flank and is distributing this morning’s supplies to his men. He will be waiting by the radio to hear from you. Oh, and sir he says good luck.”</i></font></font><br />
 <br />
<font face="Times New Roman"><font size="3">“<i>Luck now there is an interesting concept” </i>Lt. Vetter thinks to himself</font></font><br />
 <br />
<font face="Times New Roman"><font size="3">Lt. Vetter had never been much for counting on luck; he was a firm believer that training and skill would win the day. Both of those qualities he knows his men possess, but luck there was no need for that. </font></font><br />
<font size="3"><font face="Times New Roman">By now the men from his HQ were out the door on their way to supply and inform his men of the situation. For now all Lt. Vetter could do was pull out his map of the surrounding area and go over yet again his plan for defending his position. Sitting down again he begins to look over the map, but stops and anxiously looks out the open door. </font></font><br />
 <br />
<font size="3"><font face="Times New Roman">“<i>How many would there be, was this a probe or full out assault, could he hold the position with the help of 1st Platoon, why was this position even important?”</i></font></font><br />
 <br />
<font face="Times New Roman"><font size="3">All these questions and more flood his mind until he shakes his head and turns his attention back to the map.</font></font><br />
 <br />
 <br />
<b><font face="Times New Roman"><font size="3">First Contact</font></font></b><br />
<font face="Times New Roman"><font size="3">Breaking the calming silence the first sound of gunfire made Lt. Vetter jump. He was so engrossed in his map he did not realize how much time had passed. Standing he moves to the door, looking out he sees sporadic fire coming from his squads at the village intersection.</font></font><br />
 <br />
<font face="Times New Roman"><font size="3">“<i>It looks like the runners made it with the ammunition and warning” </i>he thinks to himself</font></font><br />
 <br />
<font face="Times New Roman"><font size="3">Turning to the Unteroffizier he says </font></font><font size="3"><font face="Times New Roman">“<i>Get back on the radio and let Lt. Follack know that first contact has been made with the enemy. Will report back with more information as I receive it.”</i></font></font><br />
 <br />
<font face="Times New Roman"><font size="3">Turning back to the door Lt. Vetter pulls his field glasses from the holder on his belt. These had been his grandfathers during the Great War and were passed down to him from his father when he died while Lt. Vetter was a teenager. Putting them up to his eyes he focused them past the town to the groups of trees lining the road. He spots Russian infantry move quickly towards the town with their heads ducked low. With several squads on either side of the road Lt. Vetter assumes there are at least 2 enemy platoons but knows that there must be more. He is thankful that he can neither see nor hear any enemy vehicles or armor moving up the road. Just as he begins to wonder why his machine gun team has not fired, the short staccato gunshots sound to his left as the MG42 lets off several burst of fire at the advancing infantry.</font></font><br />
 <br />
<font size="3"><font face="Times New Roman">“<i>This is it” </i>he thinks to himself “<i>time to see if my planned defense works.”</i></font></font><br />
 <br />
 <br />
<font face="Times New Roman"><font size="3">As he lowers his field glasses he sees one of his runners in a dead sprint coming towards him. Breathing heavily the runner snaps to attention as he enters the door way. Putting him at ease Lt. Vetter asks for a report.</font></font><br />
 <br />
<font size="3"><font face="Times New Roman">“<i>Sir, Unteroffizier Hansgen reports contact with the enemy. At least 2 infantry platoons with possible elements of a third.” </i>Gasping for air he continues, <i>“He is engaged and is fairly certain he will be able to hold his position with the extra ammunition I brought him.” </i></font></font><br />
 <br />
<font face="Times New Roman"><font size="3">Glancing back out the door Lt. Vetter wonders out loud </font></font><font size="3"><font face="Times New Roman">“<i>I sure hope that’s all the enemy is attacking with.”</i></font></font><br />
 <br />
<font size="3"><font face="Times New Roman">Turning back to the runner “<i>Take a rest I will need you before this day is done.”</i></font></font><br />
 <br />
<font face="Times New Roman"><font size="3">Lt. Vetter wishes his request for at least one light mortar team had not been denied by higher command. If only he had one he could have pre-spotted targets for the team and they would be raining down hell on the advancing enemy. However, all the wishing in the world would not bring him a mortar team so he would have to rely on the guns of his men.</font></font><br />
 <br />
<font face="Times New Roman"><font size="3">The enemy continued to press their advance even as they came under increasingly heavier gun fire. It was still difficult to get an exact account of the enemy as they were moving in and out of sight through the tress and dense underbrush. However, to Lt. Vetter it looked like there was a heavier concentration of enemy units advance towards his left flank. But Lt. Vetter knows that his MG42 has a sweeping field of fire over the open ground on his left flank should the enemy decided advance too far up that flank. Then the enemy, seemingly reading his mind, realizes that advancing up the left flank through open ground is suicide. The enemy units turn and at a run began to cross the road towards the center of the village.</font></font><br />
 <br />
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<font face="Times New Roman"><font size="3">Stepping back out of the door way Lt. Vetter motions to the Unteroffizier</font></font><br />
 <br />
<font size="3"><font face="Times New Roman">“<i>Get back on the radio and let Lt. Follack know that the enemy is advancing into the center of the village. Also inform him there are at least 2 but most likely 3 enemy infantry platoons advancing on our position.”</i></font></font><br />
 <br />
<font face="Times New Roman"><font size="3">Looking back through the door Lt. Vetter sees the enemy advance slow under his platoon’s fire as it enters the outskirts of the village. The radio goes off again and the Unteroffizier says</font></font><br />
 <br />
<font size="3"><font face="Times New Roman">“<i>Lt. Follack says he is moving his men up closer to his HQ in order to communicate with them if help is needed. He also says that if his men have opportunity they will lay down fire on Ivan.”</i></font></font><br />
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<font face="Times New Roman"><font size="3">Lt. Vetter nods and thinks to himself </font></font><font size="3"><font face="Times New Roman">“<i>Just like Follack couldn’t let me have all the fun.”</i></font></font><br />
 <br />
<font face="Times New Roman"><font size="3">Turning to the runner he says </font></font><font size="3"><font face="Times New Roman">“<i>Before the enemy gets any closer get back down to the intersection and get a report on ammunition levels and casualties.”</i></font></font><br />
 <br />
<font size="3"><font face="Times New Roman">The runner looks cautiously out the door before taking off at a sprint, head low to the ground, towards the squads at the intersection. Lt. Vetter is very glad that his days of being a runner are over. He would rather worry about fighting than having the added pressure of relay orders and messages. </font></font><br />
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<font face="Times New Roman"><font size="3">Bringing his field glasses up to his face again he is astounded by the perseverance of the enemy in the face of the volume of fire his men are laying down on them. As the enemy finds cover in the village they begin to return concentrated fire. Just then he sees 1st squad bolt of out of the building they were sheltered in and advance towards the building containing half of 3rd squad. Lt. Vetter trusts that Unteroffizier Antretter would only abandon his cover if 3rd squad needs assistance. Lt. Vetter realizes it is time to swallow his pride and radio for some back up from Lt. Follack. Turning again to his radio man he quietly says</font></font><br />
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<font size="3"><font face="Times New Roman">“<i>Call Lt. Follack and let him know my platoon is heavily engaged and that he may now assist. Suggest that he send at least one squad to occupy the building that 1st squad vacated.”</i></font></font><br />
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<font face="Times New Roman"><font size="3">Lt. Vetter hates to do this and knows he’ll hear about it later from Lt. Follack. But now was not the time for pride, his men’s lives were at stake. He would rather endure some taunting later rather than writing more letters to his men’s families. Again the Unteroffizier is at his side with a message </font></font><br />
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<font size="3"><font face="Times New Roman">“<i>Sir, Lt. Follack says he is moving two squads forward to occupy the building vacated by 1st squad. The rest of his squads are standing by to be used as necessary.”</i></font></font><br />
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<i><font size="3"><font face="Times New Roman">“Thank you Unteroffizier, send a message to Company headquarters letting them know that we engaged with possible 3 enemy platoons who are probing our position in force. We will advise them on the situation as it progresses.”</font></font></i><br />
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<font face="Times New Roman"><font size="3">Lt. Vetter hearing the gun fire intensifying in the village looks through his field glasses again and can see the enemy still advancing in a wall of gun fire. All around the enemy soldiers dirt is kicked up by his men’s rounds just missing their targets. However, once in a while one of his men find their mark and enemy soldier falls to the ground in a crumpled pile. He looks now towards the houses that are occupied by his men and can see the wood splintering as the enemies’ bullets lodge themselves in the walls. Thinking back to his plan Lt. Vetter wishes he could have occupied every building in the village as to deny the enemy cover. However, between Lt. Follack’s platoon and his own there would not have been enough men to hold all the buildings as well as keep a mobile reserve. The plan had been to bobby trap the empty buildings with AP mines and explosives. However, his request for the necessary supplies was still being sent up the chain of command for approval.</font></font><br />
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<font size="3"><font face="Times New Roman"><i>“I’m sure I’ll find out tomorrow that my request has been approved” </i>He sarcastically thinks to himself.</font></font><br />
 <br />
<font face="Times New Roman"><font size="3">Lt. Vetter shakes his head at the incompetence of higher command. His thoughts are rudely interrupted as several enemy bullets hit the wall next to the door way he is standing in. Ducking behind the door frame he peers back outside and sees the reason the bullets are aimed his way. There, zig-zagging at a run towards him is one of his runners. All Lt. Vetter can do was watch in horror as the bullets slowly close in on the runner. </font></font><br />
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<font size="3"><font face="Times New Roman"><i>“Only 40 more meters, you can make it.” </i>He yells, knowing that the runner probably cannot hear him above the noise of combat.</font></font><br />
 <br />
<font face="Times New Roman"><font size="3">Without warning one of the bullets strikes home in the runners back, passing through just under the right shoulder. The runner staggers forward several more steps before falling face first into the grass. Several more bullets hit the area around the runner before the enemy turns their guns back to the men at the intersection. Without thinking Lt. Vetter runs out of his HQ yelling to his radio man</font></font><br />
<font size="3"><font face="Times New Roman">“<i>Get out here and help me get this man inside!”</i></font></font><br />
 <br />
<font face="Times New Roman"><font size="3">Sprinting to the runner Lt. Vetter hopes he does not attract the attention of the enemy guns. As he reaches the runner he slides into the grass next him.</font></font><br />
 <br />
<font size="3"><font face="Times New Roman">“<i>Can you hear me Leopold, can you get up. We need to get you in the house!”</i></font></font><br />
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<font face="Times New Roman"><font size="3">Coughing and groaning in pain Leopold mumbles something incoherent. By this time the radio man is at Lt. Vetter’s side and together they drag Private Leopold back into the relative safety of the HQ. Turning to the radio man Lt. Vetter says</font></font><br />
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<font size="3"><font face="Times New Roman">“<i>Call Lt. Follacks HQ and tell him we need his medic at my HQ, my medic is down with my men at the intersection.”</i></font></font><br />
 <br />
<font face="Times New Roman"><font size="3">Turning back to the runner he opens his shirt to locate the wound. Thankfully it looks like the bullet went clean through the shoulder of the young runner. Taking a blanket lying on the floor Lt. Vetter cuts it and uses it to apply pressure to the wound. The pain from this pressure brings the runner to his senses, moaning in pain he looks up at Lt. Vetter and says</font></font><br />
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<font face="Times New Roman"><font size="3">”<i>Sir, report contact 3 enemy platoons…no casualties…</i>’gasping for air’<i>… they deployed machine gun…” </i>the runner’s voice fades off. </font></font><br />
 <br />
<font face="Times New Roman"><font size="3">Just then Lt. Vetter notices blood soaking through the runner’s uniform around his abdomen. As he beings to look for the second wound Leopold gasps, coughs and goes limp in his arms. Gently laying him on the ground Lt. Vetter slowly stands. As he looks down at his bloody hands and uniform he says to the radio man</font></font><br />
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<font size="3"><font face="Times New Roman">“<i>Radio back to Lt. Follack tell him to keep the medic for now.”</i></font></font><br />
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<font face="Times New Roman"><font size="3">Wiping his hands on his uniform he bends over and covers Private Leopold with the blanket and moves back to the doorway. He can think about the private later, for now he must concentrate on the enemies’ persistent attack.</font></font><br />
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<font face="Times New Roman"><font size="3">By now Lt. Vetter can see Lt. Follacks men have made their way into one of the buildings on the right flank of the intersection and have begun to bring their fire to bear on the enemy. Then the unthinkable happens, to the left of the intersection 4th squad which has been under heavy combined fire breaks their cover routing back towards Lt. Vetter’s HQ. Lt. Vetter cannot believe his eyes. Quickly counting he can tell that 4th squad is only missing one member.</font></font><br />
 <br />
<font face="Times New Roman"><font size="3">“<i>Why would they be running, don’t they know what’s at stake.” </i>He wonders angrily. </font></font><br />
<font face="Times New Roman"><font size="3">Turning again to the radio man he yells</font></font><br />
 <br />
<font size="3"><font face="Times New Roman">“<i>Call Lt. Follack and tell him to send the rest of his men to support my men defending the intersection and tell him to send at least one squad to me at my HQ!”</i></font></font><br />
 <br />
<font face="Times New Roman"><font size="3">Lt. Vetter steps out of the door as th</font></font><font face="Times New Roman"><font size="3">e </font></font><font face="Times New Roman"><font size="3">members of 4th squad near him. He begins to yell and gesture for them to stop and turn around, but it’s like they don’t even see him and run right past.</font></font><br />
 <br />
<font face="Times New Roman"><font size="3">“<i>They will pay for this.” </i>He thinks to himself and then ducks back inside as the enemy fire follows his routing squad. </font></font><br />
 <br />
<font size="3"><font face="Times New Roman">Several minutes go by and then 2nd squad of Lt. Follacks 1st platoon are outside Lt. Vetter’s door informing him that they have been order to reoccupy the house that 4th squad abandoned. </font></font><br />
 <br />
<font face="Times New Roman"><font size="3">“<i>That will be suicide running across the open like that.” </i>Lt. Vetter yells to them as they are off and running yelling back something about orders being orders. </font></font><br />
 <br />
<font face="Times New Roman"><font size="3">Just then the radio crackles and the radio man relays a message.</font></font><br />
 <br />
<font size="3"><font face="Times New Roman">“<i>Lt. Follack says he has sent the rest of his men to support your men, he also says he saw 4th squad and was able to stop them, they are currently at his HQ. Their only casualty is Unteroffizier Freitag. He will send them back to you when they are battle ready”</i></font></font><br />
 <br />
<font size="3"><font face="Times New Roman">Lt. Vetter then realizes why his 4th Squad routed so quickly, they are the new recruits just sent to fill out his platoon. He had put Unteroffizier Freitag, one of his experienced officers, in charge of the green troops. Once their officer was killed they must have lost all composure. </font></font><br />
 <br />
<font face="Times New Roman"><font size="3">“<i>Still that is unacceptable and I will deal with them later” </i>he thinks to himself.</font></font><br />
 <br />
<font face="Times New Roman"><font size="3">Looking back out the door now Lt. Vetter watches Lt. Follack’s 2nd squad’s suicide run. In what seems like hours he watches as they sprint towards the building totally exposed to enemy fire. </font></font><br />
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<font face="Times New Roman"><font size="3">“<i>This is either sheer stupidity or fearless bravery” </i>thinks Lt. Vetter as he watches.</font></font><br />
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<font face="Times New Roman"><font size="3">Then it happened, the enemy machine gun reported by the runner opened up on 2nd squad. Immediately they went to the ground looking for whatever cover they could find. But there was no cover and before long the enemy bullets found one of 2nd squad’s men. Realizing they are still totally exposed they rise from the ground and sprint towards the building. 10 meters from the building the enemy machine gun fire became so heavy that it forces the entire squad to the ground again. Before they can crawl to the cover of the building another squad member falls victim to deadly machine gun fire. Thankfully the rest of the squad makes it into the building. The question is now how long they could hold out under the enemy machine gun fire. </font></font><br />
 <br />
<font size="3"><font face="Times New Roman">Lt. Vetter looks to the right flank of his defensive line and sees several of Lt. Follack’s squads preparing to execute what looks like a flanking maneuver. However, the enemy has also realized this because they have come under heavy fire and are making slow progress. </font></font><br />
 <br />
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<font size="3"><font face="Times New Roman">Again Lt. Vetter wishes he at least 1 mortar team as his men seem to have fixed the enemy advance and would make easy targets for a them. Shaking his head he continues to survey the village intersection trying to gauge whether the enemy fire is strengthening or weakening. </font></font><br />
<font face="Times New Roman"><font size="3">He has a hard time waiting in his HQ for something to happen. Lt. Vetter is use to being in the thick of the fight but after his close call in the last offensive he has been order by his superiors to protect himself. In other words they do not want him up with his men fighting, where he wants to be, if he can help it. </font></font><br />
 <br />
<font size="3"><font face="Times New Roman">By now Lt. Vetter had hoped his other runner would report back to him, but at the same time does not want to see another man gunned down just trying to bring him a report. For now he will just rely on his field glasses to bring him his information. </font></font><br />
<font face="Times New Roman"><font size="3">On the right flank it looks like Lt. Follacks squads have now moved into a position with plenty of targets as there is an almost constant stream of fire coming from the group of trees they have taken cover in.</font></font><br />
 <br />
<font face="Times New Roman"><font size="3">“<i>Hopefully this will relieve some of the pressure on my men in the center” </i>he thinks to himself.</font></font><br />
 <br />
<font face="Times New Roman"><font size="3">The radio sounds again and Uneroffizier Frizt reports</font></font><br />
 <br />
<font size="3"><font face="Times New Roman">“<i>Lt. Follacks says he thinks your 4th squad is ready for action and is sending them to assist his two squads in their attempt to flank the enemy.”</i></font></font><br />
 <br />
<i><font size="3"><font face="Times New Roman">“Send a message back to Lt. Follack thanking him for the help with 4th squad. Also inform him that from my vantage point his men are performing well. He will want to have his medic team begin to gather supplies so we can get them to front lines as soon as possible. I’m sure my medic is running low by now.”</font></font></i><br />
 <br />
<font size="3"><font face="Times New Roman">Cringing at the thought of the possible casualties Lt. Vetter reminds himself, as he looks at the lifeless body of his runner, that casualties are an inevitability of war. He just hopes that his platoon’s casualties have been light. He again surveys the intersection with his field glasses. Just as he begins notices that most of the firing seems to be on the right flank he sees his 4th squad go running by to help support the flanking maneuver. </font></font><br />
 <br />
<font face="Times New Roman"><font size="3">“<i>Well at least they are getting their act together, that will certainly help them when it comes to answering for why they ran” </i>he thinks to himself.</font></font><br />
 <br />
<font face="Times New Roman"><font size="3">His heart skips a beat as in the distance he notices movement down the road. Could these be enemy reinforcements? He hopes that it was not armor come to support the enemy attack. However, as he looks closer he is thrilled to see that it is several enemy squads retreating from the village. He also notices that while still steady the firing in the village has lessened noticeably. This is it; this is time for Lt. Vetter to move up to his men and complete the last part of his defensive plan; a small controlled counterattack to push the enemy out of the village. Turning to his radio man he says</font></font><br />
 <br />
<font size="3"><font face="Times New Roman">“<i>Tell Lt. Follack that several enemy squads have been seen retreating and the enemy fire reduced. Tell him that I am moving forward to assess the situation with my men. Have him send his medics to the village intersection and soon as they can. I will send a runner back to my HQ with any further messages.”</i></font></font><br />
 <br />
<font face="Times New Roman"><font size="3">And with that Lt. Vetter grabs his weapon and sprints out the door towards his men in the houses at the intersection. </font></font><br />
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<font size="3"><font face="Times New Roman">Almost like a boy just out of school for the summer he sprints, a small grin almost visible on his rough face. He is quickly reminded where he is as brief gun fire breaks out somewhere in the houses in front of him. Undeterred he continues his run until he reaches the building containing 1st squad and half of 3rd squad. Entering the building out of breath he is just in time to see 1st squad advancing to the building across the street. Greeting 3rd squad’s Unteroffizer Hansgen he notices one of his men covered in blood, holding bandages over his wounds, in the corner of the building. With blood splattered on the walls and shell casings everywhere he knows his men had put up one hell of a fight. Looking out of a window across the street he sees 1st squad entering a now empty house. But at second glance it is not empty at all, there are the dead bodies of Russians soldiers inside and outside of the building, a testament to his men’s deadly accurate fire. </font></font><br />
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<font face="Times New Roman"><font size="3">Throughout the rest of the afternoon Lt. Vetter supervises his men securing the village. At one point they catch some of the enemy retreating across a swamp on the outskirts of the village and inflict heavy casualties on them. By early evening Lt. Vetter has his platoon resupplied and redeployed to defensive positions around the village. Thankfully Lt. Vetters casualties are very light. Between the 1st and 2nd platoons there are only 11 casualties. 7 of those are WIA and the other 4 are KIA. From Lt. Vetter’s 2nd platoon there are only 6 casualties. 4 of these are WIA and will be returning to duty the next day. Unteroffizier Frietag of 4th squad and Private Leopold the HQ runner were both KIA. After the enemy had completely withdrawn it was confirmed that there are at least 26 Russians KIA. 10 wounded Russians were captured and they confirm that there are many more of their comrades who are wounded. Overall it is clear victory for Lt. Vetter in the face of an unexpected enemy probe.</font></font><br />
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<font face="Times New Roman"><font size="3">It is dusk, and a hush as fallen over the village save for the occasionally bird chirping and the rustle of the wind in the trees and grass. Glancing up at the beautiful colors cast on the clouds as the sun sets Lt. Vetter walks back into his HQ only to be greeted by Lt. Follack who has just returned from resupplying his own men. In a good hearted manner Lt. Follack says</font></font><br />
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<font face="Times New Roman"><font size="3">“<i>I told you, you couldn’t do it on your own Vetter.” </i>He smiles and continues “<i>but then again I couldn’t do it on my own either. I am glad to see you are ok Vetter. I’m heading back to my HQ to prepare for tomorrow.”</i> And with a shake of Lt. Vetter’s hand Lt. Follack heads out the door.</font></font><br />
 <br />
<font face="Times New Roman"><font size="3">Unteroffizier Fritz is at Lt. Vetter’s side immediately with a message from Company HQ. It reads </font></font><br />
 <br />
<font face="Times New Roman"><font size="3">“<b><i>Tomorrow 1st. and 2nd platoon will be pulled back to the regimental rear areas and a well equipped panzer division will be deployed to the village as there is intel of a large impending enemy attack.</i></b>”</font></font><br />
 <br />
<font face="Times New Roman"><font size="3">Crumpling up the paper Lt. Vitter shakes his head in disgust and says out loud</font></font><br />
 <br />
<font size="3"><font face="Times New Roman">“<i>Well I guess that will give me plenty of quiet time to finish all this paper work.”</i></font></font></blockquote>

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			<dc:creator>SoccerDJ</dc:creator>
			<guid isPermaLink="true">http://forums.gamesquad.com/blog.php?b=778</guid>
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			<title><![CDATA[REN & SAW updated]]></title>
			<link>http://forums.gamesquad.com/blog.php?b=777</link>
			<pubDate>Fri, 05 Feb 2010 11:52:33 GMT</pubDate>
			<description><![CDATA[Our continued efforts to support our products bring you an update for The Renaissance & Soviet Afghan War this time around. 
 ...]]></description>
			<content:encoded><![CDATA[<blockquote class="blogcontent restore">Our continued efforts to support our products bring you an update for The Renaissance &amp; Soviet Afghan War this time around.<br />
 <br />
<a href="http://www.hpssims.com/Pages/Whatsnew/whatsnew.html" target="_blank">http://www.hpssims.com/Pages/Whatsnew/whatsnew.html</a><br />
 <br />
Both updates remove the requirement to have the CD in the drive.<br />
 <br />
The REN update is a large one, bringing the promised 3D graphics into the game as well as some requested engine tweaks, scenario adjustments for AI performance, and other adjustments.<br />
 <br />
We hope you enjoy the updates!</blockquote>

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			<dc:creator>rahamy</dc:creator>
			<guid isPermaLink="true">http://forums.gamesquad.com/blog.php?b=777</guid>
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			<title>ASL scenario design</title>
			<link>http://forums.gamesquad.com/blog.php?b=776</link>
			<pubDate>Mon, 01 Feb 2010 02:10:17 GMT</pubDate>
			<description>All,  
  
When designing a scenario to play in Advanced Squad Leader, do you try to keep the historical information in mind when designing, or do you...</description>
			<content:encoded><![CDATA[<blockquote class="blogcontent restore">All, <br />
 <br />
When designing a scenario to play in Advanced Squad Leader, do you try to keep the historical information in mind when designing, or do you &quot;go with what your gut tells you&quot;? <br />
 <br />
I personally enjoy playing scenarios that have a historical event tied to the scenario, but have also enjoyed some &quot;Design Your Own&quot; (DYO) scenarios that made the afternoon or weekend enjoyable.<br />
 <br />
What are your feelings toward scenarios?</blockquote>

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			<dc:creator>Kevin Kenneally</dc:creator>
			<guid isPermaLink="true">http://forums.gamesquad.com/blog.php?b=776</guid>
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			<title>A few Mass Effect 2 thoughts.</title>
			<link>http://forums.gamesquad.com/blog.php?b=775</link>
			<pubDate>Fri, 29 Jan 2010 09:35:34 GMT</pubDate>
			<description><![CDATA[I really wish I wouldn't claim a game is awesome after just a few short hours of play, cause inevitably there is something that starts to ruin the...]]></description>
			<content:encoded><![CDATA[<blockquote class="blogcontent restore">I really wish I wouldn't claim a game is awesome after just a few short hours of play, cause inevitably there is something that starts to ruin the whole experience for me. So here are just a few random thoughts about ME2 before I go to bed.<br />
<br />
Why have squad commands if my squad is not going to carry them out. Sure, there are only three commands, but for what ever reason the AI seems to think my commands are more like a suggestion that they will take under advisement. So far commanding a squad is utter crap.<br />
<br />
Weapons still use Mass Effect for ammo, but to keep them from overheating I need to use 'Thermal Clips' now. For those who don't know in ME1 weapons would overheat. So let's assume that gamers are idiots and that they will never now that thermal clips are really just ammo, that must be what Bioware was thinking when they thought that this was a great idea. I find that I am spending way too much time worried about running out of thermal/ammo clips, a needless distraction.<br />
<br />
These are just my initial thoughts for now, hopefully tomorrow night will not be as frustrating as tonight has been. I still like the game and I am very interested in the story, but it's not as awesome tonight as it was a few nights ago.</blockquote>

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			<dc:creator>jayedub7423</dc:creator>
			<guid isPermaLink="true">http://forums.gamesquad.com/blog.php?b=775</guid>
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			<title>Steering clear for now.</title>
			<link>http://forums.gamesquad.com/blog.php?b=774</link>
			<pubDate>Fri, 29 Jan 2010 03:26:03 GMT</pubDate>
			<description><![CDATA[Cryptic just can't seem to catch a break can they. First they have a brouhaha with Champions Online with regards to the lifetime subs and a day one...]]></description>
			<content:encoded><![CDATA[<blockquote class="blogcontent restore">Cryptic just can't seem to catch a break can they. First they have a brouhaha with Champions Online with regards to the lifetime subs and a day one patch, then there is the skill cap issue with Star Trek Online. But tonight I read that the player base is up in arms because the next significant content release will require a payment.<br />
<br />
Frankly I think that Cryptic deserves all the heat they are receiving. Not for this most recent mess, but for the way management has handled both games. To be fair the new paid update has no price yet and no one knows for sure just how much content there will be. But it is hard not to get upset I think at something like this.<br />
<br />
For now I think I am going to steer clear of anything Cryptic for awhile.</blockquote>

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			<dc:creator>jayedub7423</dc:creator>
			<guid isPermaLink="true">http://forums.gamesquad.com/blog.php?b=774</guid>
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