Youtube comments of whya2ndaccount (@whya2ndaccount).
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Just a note on the CO (and as with you this applies regardless of the person's, gender, orientation, skin colour, or whatever).
Usually people serve in the UK (RN, Army, or RAF) for 20 years. Quite often other members of the Commonwealth offer "lateral" transfers - in this case from RN to RNZN, based on shortfalls in staffing (in this case RNZN).
If, as seems the case, RNZN had a shortfall in qualified Captains (role not rank), they may well have offered her, and indeed others coming up to retirement from the RN, a position.
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Another great video. :-)
The areas with the long tufts of grass were boggy areas, hence why the tank slowed. You can see the hull "drop" when it enters these areas and then pop "up" when it gets back onto firmer ground. To a lesser extent the tracks are covered too.
Another Steel Beasts centric way to describe the various positions:
Fully Concealed - Observer (F8) can see over rise, Commander (F7) standing (hit Q twice) can't, Gunner (F6) can't and Driver (F9) can't.
Turret Down - Observer (F8) can see over rise, Commander (F7) standing (hit Q twice) can, Gunner (F6) can't and Driver (F9) can't.
Hull Down - Observer (F8) can see over rise, Commander (F7) can, Gunner (F6) can and Driver (F9) can't.
Fully Exposed - Observer (F8) can see over rise, Commander (F7) can, Gunner (F6) can and Driver (F9) can.
If you want to fine tune your fire position, approach until the Observer can see over, then move to Commander and stand up.
Slowly advance.
When the Commander standing can see over, stop and move to Gunner. Slowly advance.
When the Gunner can see, jump to the Driver position. If the Driver can't see that's good, if the Driver can see - you are too far forward.
The backdrop (trees, etc.) to break up silhouette, antennas, etc. is vital too.
Anyway another good video. :-)
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19:00 For what its worth, armies can use these terms interchangeably. In British and Commonwealth armies for example there are Armoured, Cavalry, Engineer, Artillery and Signals Regiments, whilst also having Infantry and Combat Service Support Battalions - all of which are commanded by a LTCOL and are "units". It becomes more interesting when the Infantry Battalions are part of a "Regiment" family (e.g. there are the 1st, 2nd, 3rd, 5th, 6th, 7th and 8th/9th Battalions of the Royal Australian Regiment), but the Regiment doesn't command the member battalions.
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The increased height of NATO vehicles tend to result in higher degrees of gun depression and the increases the ability to fight "hull down". This is only a defensive option. The limited numbers mentioned imply that they can be used defensively but not to conduct offensive options. The key issues though are probably: 1 Training on a different platform (oh and creating Loaders) as opposed to conversion trg of crews from damaged Ukrainian vehicles. 2. Logistics (spares, training of repairers, recovery and bridging variants, ...) and 3. Ammunition stocks. The Leopard uses single piece 105mm ammunition. You can't repurpose "spare" 125mm two piece ammunition. Introducing a 2nd set of ammunition (105mm, the smoke grenades, the MG ammo) alongside the existing 125mm supply system would increase complexity and require dedicated logistic trains optimised for one vehicle type. Certainly if employed where the Russians are using light forces, it will make a difference, but against more balanced, combined arms teams, it would probably need to be used defensively (ambushing, etc.) where it can ensure flanking engagements, and minimise frontal ones.
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Just a couple of suggestions, if I can ...
1. If you have several units following a common route (e.g. A Sqn advancing with Tps in column along a road) you can create a single route that they will all follow, rather than creating a route per Troop.
To do this right click at the start of the common route and select "new waypoint". Then plot the route as normal using this new waypoint as the start location. Then all you need to do is plot the initial leg for the unit to that independent waypoint (not tethered to a unit). The units will follow their individual routes to the start point, then follow the common route. When you get to the release point you can plot a new unique route for the unit.
2. You can have a unit follow a Road by holding the shift key down, the route will then lock onto the nearest road.
Care: if you are plotting routes in a built up area, the suggested route may not be the one you want.
3. When you plot a route for a unit, you can set the tactics at the end as part of the process, so the unit will follow the route and then adopt the tactic, as opposed to following the route and then sitting there until you get back to it and give it a tactic. To do that create the route a usual and then right click on the final waypoint ("X"), you'll set the contextual menu appear from which you can set tactic, spacing, formation, etc. to adopt at that waypoint.
4. Thermals are by default toggled "on" or "off" by using the "+" on the numeric keypad. Often a non thermal view will help you confirm if a target is destroyed or not (e.g. black smoke plum as opposed to flames).
Hope that is of use. :)
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