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Wednesday, August 23, 2017
By: JC
Dangerous Waters - To Kill a Kilo - Part II Part I Here


This is a continuation of my previous post. A battle between my Los Angeles III class submarine against two Iranian Kilo class diesel submarines.



Quick recap: I located one of the Kilo submarines and fired two Mk 48s at him. A loud explosion was heard. But a few minutes later, I was pinged from the same direction of my target. That was enough to make me lose my marbles and two additional ADCAPs just in the direction of the ping



Although I love the ADCAPs, they give away my bearing for every enemy sonar that is paying attention. So, I get out of my firing position with a trail of countermeasures.



And I change course, at flank speed away from the ping. Just in case there is an enemy torpedo coming my way.



Anxiously waiting for my countermeasures to be reloaded, an explosion in the bearing of the ping is heard. That must be a Kilo.



At this point of the scenario, I didn't know if I destroyed one or two of the Iranian Kilos. Contact Sierra04 was 14 minutes old (I lost track of it) and I could not get it back into the sonar. Caution was still on order. Note torpedo 0017, still in the water, seemingly not...

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Sacred Fire: Psychological RPG




Sacred Fire is a psychological RPG about revenge and loyalty. Develop your inner strength in a tactical choice-driven RPG inspired by Caledonia, featuring Doug Cockle, the voice of the Witcher. Sacred Fire is now on Indiegogo In-Demand at https://igg.me/at/sacred-fire .

Sacred Fire is a role-playing game where your success and solutions to conflicts lie in the psychology of the characters, not in weapons, attacks, and damage types.

You do not start as a leader – your right to lead must be earned through self-control, willpower, and influence. Will you embrace revenge or fight for a better world? Will you be strong enough to face the consequences of your decisions?

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Tuesday, August 22, 2017
By: JC
Combat Mission Black Sea - Firefight - AAR


This is an scenario from the Battle Pack 1 DLC. A meeting engagement pitying mechanized forces from Russia and the Ukraine. I played this scenario solo as the Russians.



My initial moves as the Russian forces already plotted (yellow lines), I will secure that central campground before the Ukrainians get a foothold on it


Given the terrain layout, getting into real cover (the mid campground) instead of just interdicting the enemy from the concealment of the forest patches appears to be a risk worth taking.



Yeah, I have to admit it: dashing forward may have been too risky. But I could not afford letting the Ukrainian forces to gain a foothold on the middle campground.



As soon as my IFVs got on the edges of the campground, contact was established. An Ukrainian vehicle (blue icon, background) gets it.



Disembark! Note how my orders for the squad include the "hide" command. With enemy IFVs lurking around, the least I want is my infantry making themselves a juicy target.



I didn't use smoke either for the dismounting of my troops. I know the Ukrainians are on the move and I want them targeted without interruption.



This was very...

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