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jjhays

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About jjhays

  • Birthday 06/01/1968

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    jjhays34

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  • Location
    USAEUR Germany
  • Interests
    Gaming, snowmobiling, sailing, traveling/touring, reading
  • Occupation
    Military

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  1. Tigers in the mud is an excellent read from a first person perspective. It may not give you a complete tactical picture of tank warfare but it does give a good picture of it. Much better than Guderians book which I consider all those books written in the 50's to be rather apologetic than anything else.
  2. quite interesting thread here, It was common (still is) to "battlesight" the main gun at some preset range. There fore it was quite easy to make adjustments with the stadia and your reticle in the gunsight according to the distance to the target. The long range shots also must take into account weather, ammo temp, and the heating up of the gun commonly referd to as gun tube droop in the larger calibers... just my 2 cents in euro.
  3. I almost never play with time limits and it is usually not a problem with my opponents. As far as giving out your IP address, should be no problem as any one can usually get it anyways when you are hooked up to the internet, just dont be careless with it. Never did play PBEM way back when that was the only thing and it sure makes the AI look like gumby!
  4. As for portable flamethrower units, their ability to sustain long streams of flame was hammpered by the fuel supply. The damn tanks are heavy and cumbersome as they are and when filled where that much heavier. I am surprised you get this many shots off with a portable unit but fits well into the play of the game.
  5. Maybe up against Tigers in Tunisia which would be rare but I dont recall there being panthers in North Afrika. Yes most Shermans from the time of Torch to the italian campaign were 75mm. I would expect to see battles against MK IV's and III's.
  6. THis show was part of the Beltring war and peace show, very excellent show with way too much to see in 2 days!
  7. The loader has a seat of course and a shoulder pad that swings out so he wont fall into the breach. Yes leg guards and a imaginary line that they draw. Beyond that line is death and maiming.
  8. When I have loaded in the past, when I arm the gun I stay glued to the left side of the turret till after the recoil. It is a rush!!! especially with the hatch open. Tank Table 12 is great, you just unload your whole ready rack in a matter of minutes on stationary and movers. My Stub base deflector broke once so I had to throw it on top of the turret. Every time we fired the stub base would clang around in the turret almost always hitting someone (not seriously though). Eventually used a heat mitten to bat the stub base down as it came flying out of the breech and avoiding gettting hit by the breech. Very dangerous but hey! we qualified. Also my fastest load time was 4.3 seconds for a HEAT (52lbs).
  9. I don't remember the details but it was the fuse for an explosive round fired from some kind of gun that would explode when near helicopters. It was supposed to detonate based on detecting the electromagnatic pattern made by the whole helicopter (not just the blades). I remember him showing some (very primitive) 3D That is exactly how the MPAT works when switched to AIR. You just twisted the nose cone to either AIR or ground and then loaded it. The only MPAT I have seen is a trainning (dummy) round and they are rare as hell.
  10. I need to go for now since it is midnite here in Baumholder. take care!!!!
  11. Funny thing happened to us at the last CMTC. We had a Bradley ADA with us. so we thought we were safe from those mock Hin-Ds. Nope a BMP got the brad and then the Hind-D's got my whole platoon.
  12. No have never used the MPAT, never seen one! in the UCOFT use only sabot air in the command.
  13. In real world situations I would rather hide from a copter. If you miss, it wouldnt take long for him to light your *&^ up. Also a HEAT or SABOT if the computer can do the lead and distance will get the job done.
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