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Michael Emrys

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Everything posted by Michael Emrys

  1. That's why the old dichotomy was between "the quick and the dead". Michael
  2. Didn't his mum once post some childhood pics of him in his shorts and the shorts had tire tracks? Do you suppose he still has bowel control problems? Michael
  3. We've had the exterminators in, but they don't seem to help much. Apparently Aussies have mutated an immunity to insecticides now. Considering the beer they drink, that must have proven useful for them. Michael
  4. Is Gary still around? He used to post regularly here, but I haven't seen anything from him in years. About six years ago I sent him several big boxes of gaming magazines, including issues of S&T as he said he wanted to adapt them for VASSAL, but I never heard much about the project after that. Michael
  5. Yes, I suppose that could be made to work. But firstly, that sounds like it would require an enormous amount of effort (not a pleasant prospect); and secondly, I would prefer to play the US side. Michael
  6. Which has always been a great defense for those who have committed a wrong and still hope to get away with it. Michael
  7. Very nice try, but a bit too wordy to go into the sig file. Better luck next time. Michael
  8. You bet. That is to say, you put the pause at a waypoint and the unit pauses when it reaches it. Simple. If it is the last waypoint you have set thus far, simply deselect the movement command and enter the pause. If you have already set a string of WPs and want the pause to be somewhere other than the last one, deselect the movement command and click on the waypoint where you want to insert a pause. It will get bigger and brighter. Then you can enter the pause. Michael
  9. I'm in. Might even send you a fiver if I like the work and my budget permits. Michael
  10. False assumption, as I have pointed out before. Michael
  11. My problem with both games is that it tried to represent a highly 3-dimensional form of warfare in two dimensions. Granted, the more advanced modes of the game tried to represent climbing and diving, but they never came close to what any flight sim could do with ease. In short, while I found aspects of the games interesting, they lacked lasting value for me. An air war boardgame that I really wish somebody would translate onto computer is Bomber from the game company Yaquinto. It truly cries out for a computer version and a 2D representation would work fine here. It was a great game that was almost impossible to play solitaire. Michael
  12. I strongly suspect there is, but either I haven't encountered it or cannot recall it at the moment. I suggest you try searching the literature that has emerged in the last 30-40 years on the subject of eye witness false identification. It is the psychologists studying this phenomenon who are most likely to have coined the term. Michael
  13. You're just jealous because I am Lord God and Supreme Being and you're not. You're stuck with merely being Auxilliary Backup Deputy Justicar of the Peng Challenge Thread, you poor, cold fish. Michael
  14. I am very leery of sending men through gaps in hedgerows that I haven't created in play. They are golden ambush spots. Putting smoke on the enemy's side first can help. Putting lots of guys with guns along the hedgerow to provide overwatch fire also can help. Lastly, sending a two man scout team through first to see if anybody is guarding it can save you a bit of grief. Only two letters to write to grieving moms that way. Michael
  15. As is entirely appropriate. Modesty prevents me from saying more. Michael
  16. Uh, that's not precisely the case. You can put the cursor in the middle of the map and then click and drag. It's how far you drag that determines speed. And BTW, you can drag in any direction and the map will move accordingly, not just side to side, like when you move the cursor to the edge. This is almost exclusively the way I navigate around the map, also using the left-arrow and right-arrow keys to rotate the map. Michael
  17. Both. High priority spearheads had ground talkers who could communicate directly with the planes, but there weren't an awful lot of them to go around. Figure one per combat command of an armored division and perhaps one per infantry division. Yeah, close coordination should not be over used. The physical size of the target was not the deciding factor, its importance to the overall operation was. A platoon-sized roadblock on a route that a major advance was scheduled to use would get attention, but a company in some out of the way mopping up probably wouldn't. And keep in mind that availability, both of the fighter-bombers and the ground talkers, was critical. Also very important was whether there were other assets available. The reason that the armored formations got a higher percentage of the talkers was that they tended to be moving fast and were often out of range of divisional and other artillery, whereas that might not be such a problem for slower moving infantry formations. Michael
  18. Not once we've had some range time to get sighted in. Michael
  19. Not in CMBM as yet, but in CMBO I watched while a mortar round dropped through the open hatch of an M5. Destroyed the tank and killed all the crew, as I recall. Really bummed me out. Michael
  20. Well, in a way they can in the same way as in the turn they were originally set, by being deleted and replaced. A bit of a bother compared to just clicking and dragging them, but I personally don't find it all that much extra work since I almost never set more that a turn's worth of waypoints at one time anyway. Michael
  21. True, and from my readings, that is realistic too. Chance played a large role in things like this. Update on my original post: In addition to three guys seriously wounded (one dead) I had another at least three slightly wounded that I failed to notice at first and only discovered when I polled all the teams one by one. Michael
  22. Think of the advantages. His reek would drive away the mosquitos and black flies. Michael
  23. It's simple. Almost nothing in this country is built to last. It's meant to be torn down and replaced after a generation or two, even if it is more desirable than the thing that replaces it. "Newness" has a value all its own; Americans worship it for its own sake. It's the same reason that good products disappear off the shelf to be replaced by mediocre or even outright crummy ones. It is believed, with some justification, that the "new improved!" stuff will outsell the older product even when the "improvements" are purely imaginary and hype. Michael
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