Defending a river line

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IronDuke_slith
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RE: Defending a river line

Post by IronDuke_slith »

ORIGINAL: Curtis Lemay

By "for what it's worth" I only meant that just being on the wishlist doesn't mean it will actually ever be implemented. That's true of everything on the wishlist. They are just wishes, not Matrix's official plans. So that comment was not a critism.

What are the official plans, I confess I haven't been here often enough to see them if they have been posted. (That's what FITE and WITP does for you).
By meandering. So the hex could be thought of as sort of a zone that has a river meandering around in it.

Yes, but this argument is not about whether the river could be thought of as meandering around it, but whether it should be thought of as meandering around inside of it.

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ColinWright
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RE: Defending a river line

Post by ColinWright »

ORIGINAL: IronDuke

ORIGINAL: ColinWright

With regards to some of the points made above, I'd note the following.

1. Units making a river crossing are vulnerable to attack. You should be at risk if you're piled up in the river hex.


Why? I can see you might be more vulnerable to artillery, and this is catered for within the rules, but why should land units be able to dish out more damage to you?

I tend to see an attack across a river not as just the physical crossing, but as the whole operation.

Take Sedan in 1940, a battle with which I am relatively familiar. Now, at a typical OPART scale of one day or half a week, the actual crossing is only a fraction of the battle: anywhere from an hour to a few hours.

Nevertheless, for the bulk of the turn, the Germans are indeed in a less than ideal position, with only light forces on the west bank, the bulk of their tanks, artillery, and supplies still on the east bank, and the engineers frantically trying to build a bridge to change that.

The Germans are vulnerable to attack. They cannot just fall back and defend behind the river. They get hit now, and they get hurt.

This argument could get interminable, but I'd say you're seeing 'crossing the river' as simply the physical act. At the level OPART operates, I'd say it's crossing the river, clearing the defenders from the opposite bank, establishing some sort of decent communications to the rear, and carving out a defensible position of your own on the other side. Until all this is done, you're not in a good defensive position. You can't just defend 'from your side' if the enemy attacks. I have no problem at all with the current model, where you move onto the river hex and are in a lousy position until you fight your way off of it. Generally, it seems to me to about reflect the way things are.
2. Usually, the assault has to be made first and the bulk of the crossing second. See for example the German crossings of the Meuse on 13 May. Infantry over first -- armor only starting to cross 12-24 hours later. The assault should eat up MP's.

But the assault does eat up clock, which in turn eats up unused MPs. The armour would follow the infantry across but start its movement with less movement allowance following the assault. Given the rules as they stand allow you to rebuild blown bridges in full view of enemy machine gun and artillery fire before you actually make the assault, allowing armour to stream across on the assault turn rather merrily, how is the current system any better?

Let's assume you're right here: that the current system isn't any better. So? I don't really need to demonstrate that the current system is better in all respects -- just that the advantages of the current system minus the disadvantages comes out to about the same value as the advantages of the proposed change minus the disadvantages. On this point at least, you're effectively conceding that there's nothing to choose between the two. If it's about a wash overall, I'll stick with the aesthetically pleasing rivers in the middle of hexes.
3. Under the hex-side rivers proposal as stated above, the engineers would fix the bridge from their own 'side.' So one could just fix the bridge whenever, and then be all set to storm across and go on one's way without any delay at all when ready.

Incorrect, I wouldn't allow bridges to be repaired unless both sides of the road that crossed the river were in your hands.

That sounds okay -- but it wasn't what was said earlier.

As above, you can repair bridge hexes now without being in possession of the far bank, so engineers technically repair it from their own side now, (unless they are attacked apparently at which point they are deemed to have repaired it from the enemy's side - without actually moving the enemy out first or changing their own position but never mind).

As things stand, you would recreate the Meuse currently by:

Forcing the French out of Wadlincourt river bridge hex/town, rebuilding the bridge on turn 4 (say), storming across on turn 5 to take the far bank and then bringing the tanks across a bridge later on in turn 5 on a bridge that was built on turn four and which had managed (on turn 4) to stretch right across the river to a machine gun and weapons pit infested far bank that wasn't actually cleared until turn 5.

I would like to meet the engineers who managed that.

Regards,
IronDuke

I see your above description as simply not looking at things from the OPART scale. The crossing doesn't spread out over several turns -- it's all in one turn. I'll grant that the bridge repair situation you describe isn't perfect -- but you will have to get out onto that blown bridge hex to fix that bridge. You're also going to need to attack from that hex -- which is what should happen.

OPART offers designers the opportunity to model a lot of situations at a lot of scales. Obviously, one can find time and scales where in some situations it falls down. However, I just don't see the overwhelming advantages of hex side rivers. Generally speaking, I think the attacker should be vulnerable when he moves onto that river hex. It does get a bit strange at the larger scales -- but then, the hex side rivers would look strange to me at all scales. I'm for leaving things as they are in this respect -- since the change doesn't seem to offer any compelling advantages.
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RE: Defending a river line

Post by a white rabbit »

ORIGINAL: IronDuke




As things stand, you would recreate the Meuse currently by:

Forcing the French out of Wadlincourt river bridge hex/town, rebuilding the bridge on turn 4 (say), storming across on turn 5 to take the far bank and then bringing the tanks across a bridge later on in turn 5 on a bridge that was built on turn four and which had managed (on turn 4) to stretch right across the river to a machine gun and weapons pit infested far bank that wasn't actually cleared until turn 5.

I would like to meet the engineers who managed that.

Regards,
IronDuke

..the bridges on the Meuse were pretty thoroughly demolished, repair is only an option in a long time scale scen, better is capture the hex behind the nominal bridge hex then TO an arriving fixed pontoon unit (bridging engineers). Now yr tanks take the attacking-from-river negative..
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RE: Defending a river line

Post by ColinWright »

ORIGINAL: a white rabbit

ORIGINAL: IronDuke




As things stand, you would recreate the Meuse currently by:

Forcing the French out of Wadlincourt river bridge hex/town, rebuilding the bridge on turn 4 (say), storming across on turn 5 to take the far bank and then bringing the tanks across a bridge later on in turn 5 on a bridge that was built on turn four and which had managed (on turn 4) to stretch right across the river to a machine gun and weapons pit infested far bank that wasn't actually cleared until turn 5.

I would like to meet the engineers who managed that.

Regards,
IronDuke

..the bridges on the Meuse were pretty thoroughly demolished, repair is only an option in a long time scale scen, better is capture the hex behind the nominal bridge hex then TO an arriving fixed pontoon unit (bridging engineers). Now yr tanks take the attacking-from-river negative..

Note that this sort of approach will require that a pontoon unit appear for every potential crossing point on the Meuse (or any other significant rivers your scenario may include). Either that or you are going to be frog-marching the player into replicating the historical assaults.
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RE: Defending a river line

Post by golden delicious »

ORIGINAL: IronDuke

With the greatest of respect, I completely disagree, and would urge you to re-read the thread, I don't think that's about it at all.

What I mean is that is the effective difference. The way a river crossing occurs in detail will be different, but at the operational level the process of crossing a river will be basically the same; the defensive value of the river line won't have changed. However, to get to this point we have to rewrite a fair bit of code.

Incidentally, thanks for being reasonable and polite.
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RE: Defending a river line

Post by a white rabbit »

ORIGINAL: ColinWright

ORIGINAL: a white rabbit

ORIGINAL: IronDuke




As things stand, you would recreate the Meuse currently by:

Forcing the French out of Wadlincourt river bridge hex/town, rebuilding the bridge on turn 4 (say), storming across on turn 5 to take the far bank and then bringing the tanks across a bridge later on in turn 5 on a bridge that was built on turn four and which had managed (on turn 4) to stretch right across the river to a machine gun and weapons pit infested far bank that wasn't actually cleared until turn 5.

I would like to meet the engineers who managed that.

Regards,
IronDuke

..the bridges on the Meuse were pretty thoroughly demolished, repair is only an option in a long time scale scen, better is capture the hex behind the nominal bridge hex then TO an arriving fixed pontoon unit (bridging engineers). Now yr tanks take the attacking-from-river negative..

Note that this sort of approach will require that a pontoon unit appear for every potential crossing point on the Meuse (or any other significant rivers your scenario may include). Either that or you are going to be frog-marching the player into replicating the historical assaults.

..not me, geography..

..much of it's length it is only passable at the established bridging points, further whilst lower down its crossable in many places, the existing road net makes established bridging points the only really long term option..
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RE: Defending a river line

Post by Curtis Lemay »

ORIGINAL: IronDuke
You really can think of them as filling the hex, and can't really think of a given hex as being entirely on one side or the other of the river.

But here I do. What you've essentially done here is describe how it works, but that doesn't make it right. You are right to say that I can't think of a hex as being entirely on one side or another, but that is only because the game engine treats units in a river hex as being on both sides depending on the tactical circumstances. If we had river hex sides, then I could easily think of a given hex as being on one side or the other couldn't I?

No. I was talking about how the real world works, not the game. Placing the rivers on the hexsides could be a greater distortion of reality than placing them in the hex itself.
My point is this: Are you really saying it is okay that the same unit in the same river hex can be considered behind the river when attacking across it, but in front of it when defending against a counterattack? That if it moved first it can pay all sorts of penalties to attack across it (quite rightly), but that if the attack failed and the enemy counterattacked in its turn, that the unit would actually be treated during that counterattack as if it actually got across the river successfully?

It either got across or it didn't, surely. If it didn't, why do the counterattackers not get their feet wet when launching their own assault?

No, it could be across at some points in the hex and not across in others, due to how the river snakes around in the hex. You're thinking too tactically. These are very large areas.

And note how the river hex models a transverse defensive benefit that hexside rivers wouldn't. In other words, the defender would employ meanders in the river for defense against attackers attacking along of the river.
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RE: Defending a river line

Post by Curtis Lemay »

ORIGINAL: IronDuke
What are the official plans, I confess I haven't been here often enough to see them if they have been posted. (That's what FITE and WITP does for you).

I honestly don't think there are any. As best I can tell, whoever is making the decisions is more or less doing it on the fly. They do seem to be reasonable people subject to persuasion.

But, for sure, the wishlist is not official in any way, shape, or form.
Yes, but this argument is not about whether the river could be thought of as meandering around it, but whether it should be thought of as meandering around inside of it.

Correct. And there is a case to be made for either way. But it is not so cut-and-dried as you seem to think.
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RE: Defending a river line

Post by Curtis Lemay »

ORIGINAL: ColinWright
Something that's vaguely related -- and that would be nice to see changed -- would be if wadis worked the same as rivers. After all, in real life they largely do.

I would limit that to improved roads and railroads only. Non-improved roads wouldn't bridge the wadi. They would just go through its basin.
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el cid
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RE: Defending a river line

Post by el cid »

river hex vs river hexside.

I think the problem is the hex.

TOAW without hexes would give you the best of everything.
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RE: Defending a river line

Post by JAMiAM »

ORIGINAL: el cid

river hex vs river hexside.

I think the problem is the hex.

TOAW without hexes would give you the best of everything.

So would a Ferrari Testarossa equipped with a flat bed truck bed, an electric lift gate, diamond plate tool chest and pipe racks.

Or, it would be an unholy abomination. Your mileage may vary...[:D]
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RE: Defending a river line

Post by a white rabbit »

ORIGINAL: Curtis Lemay


No, it could be across at some points in the hex and not across in others, due to how the river snakes around in the hex. You're thinking too tactically. These are very large areas.

And note how the river hex models a transverse defensive benefit that hexside rivers wouldn't. In other words, the defender would employ meanders in the river for defense against attackers attacking along of the river.

.."meander" is a specific action of a river in which it forms repeated s-shaped curves usually in u-shaped valleys. It is only done by rivers in their lower older stages and then only on flat plains created mostly by the meandering. The river tends to be slow flowing and silt laden with ox-bow lakes and marsh areas..

..early stage rivers go in straight lines, rock formations permitting, usually in v-shaped valleys. They are fast flowing, low on suspended silt except during storms, and short on oxbows and marsh..

..note that this applies only in non-glaciated areas. In glaciated areas of the world a river may meander early if the glacial period was able to carve a flat enough U-shaped valley..

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RE: Defending a river line

Post by golden delicious »

ORIGINAL: el cid

river hex vs river hexside.

I think the problem is the hex.

TOAW without hexes would give you the best of everything.

Well, in theory. Leaving aside the fact that this would mean a complete rewrite of the game engine (to the point where you would be better off starting from CotA), this also makes the game much more difficult to play.

When I got the demo of TOAW, I didn't read anything, I just jumped into Korea and got playing. I didn't do very well- but I could understand how to make it "go". I bought CotA- and never got past the manual. I don't have time to wade through all that. A good game should be easy to pick up but difficult to master. TOAW does that.
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RE: Defending a river line

Post by Telumar »

ORIGINAL: golden delicious


When I got the demo of TOAW, I didn't read anything, I just jumped into Korea and got playing. I didn't do very well- but I could understand how to make it "go". I bought CotA- and never got past the manual. I don't have time to wade through all that. A good game should be easy to pick up but difficult to master. TOAW does that.

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RE: Defending a river line

Post by golden delicious »

ORIGINAL: Telumar
You're not alone. [:D]

Reassuring. I was girding myself to be bombarded with reprimands from the CotA fan club.
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RE: Defending a river line

Post by JAMiAM »

ORIGINAL: golden delicious

ORIGINAL: Telumar
You're not alone. [:D]

Reassuring. I was girding myself to be bombarded with reprimands from the CotA fan club.
They usually show up on Tuesdays...[:'(]
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RE: Defending a river line

Post by Catch21 »

ORIGINAL: golden delicious
I was girding myself to be bombarded with reprimands from the CotA fan club.
Is there really such a beast?
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RE: Defending a river line

Post by golden delicious »

ORIGINAL: General Staff

ORIGINAL: golden delicious
I was girding myself to be bombarded with reprimands from the CotA fan club.
Is there really such a beast?

I've certainly encountered something along those lines before. To be fair, they're probably no worse than the TOAW fan club.
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RE: Defending a river line

Post by IronDuke_slith »

ORIGINAL: ColinWright
ORIGINAL: IronDuke

ORIGINAL: ColinWright

With regards to some of the points made above, I'd note the following.

1. Units making a river crossing are vulnerable to attack. You should be at risk if you're piled up in the river hex.


Why? I can see you might be more vulnerable to artillery, and this is catered for within the rules, but why should land units be able to dish out more damage to you?

I tend to see an attack across a river not as just the physical crossing, but as the whole operation.

Yes, but are you seeing it this way because it makes most sense or because that is the way it works? An attack across a river is an entire operation, but then under current rules your attacking forces can be decimated by enemy armour (that must be amphibious to get at you judging from the fact you are on opposite sides of the river) before the attack actually goes in.
Take Sedan in 1940, a battle with which I am relatively familiar.

As am I, I'm designing a scenario around it for a forthcoming title.
Now, at a typical OPART scale of one day or half a week, the actual crossing is only a fraction of the battle: anywhere from an hour to a few hours.


Indeed it is, but then the actual crossing would only take a few hours because you wouldn't (or probably wouldn't) use up the entire turn doing it. You'd use up 30% of your day or "anywhere from an hour to a few hours"..
Nevertheless, for the bulk of the turn, the Germans are indeed in a less than ideal position, with only light forces on the west bank, the bulk of their tanks, artillery, and supplies still on the east bank, and the engineers frantically trying to build a bridge to change that.


These actions are in the game in the phase after the attack but before the end of the turn.
The Germans are vulnerable to attack. They cannot just fall back and defend behind the river. They get hit now, and they get hurt.

But when they get hit, their entire force suffers the assault. How can this be when you yourself have described to us how.................
with only light forces on the west bank, the bulk of their tanks, artillery, and supplies still on the east bank, and the engineers frantically trying to build a bridge to change that.


You can't have it both ways. The Germans are either across the river or they aren't. You want few across the river to allow that vulnerability you're after but many across the river when the attack goes in. It simply doesn't add up.
This argument could get interminable, but I'd say you're seeing 'crossing the river' as simply the physical act.


But the game does, otherwise it wouldn't allow you more opportunity to do things after the attack has been resolved (and the river crossed) but before the turn ends, like widen the bridgehead, build a bridge, dig into defend.
At the level OPART operates, I'd say it's crossing the river, clearing the defenders from the opposite bank, establishing some sort of decent communications to the rear, and carving out a defensible position of your own on the other side. Until all this is done, you're not in a good defensive position. You can't just defend 'from your side' if the enemy attacks.

As above for the first part, everything you describe happens after the assault already. For the second part...
You can't just defend 'from your side' if the enemy attacks.

You surely can or should expect to if you haven't attempted to even cross the river yet.
I have no problem at all with the current model, where you move onto the river hex and are in a lousy position until you fight your way off of it. Generally, it seems to me to about reflect the way things are.

How? Occupation of the river hex in itself deems you to have successfully carried the water by assault, because counterattacks find you on the wrong side for defensive purposes, whether you have tried to get across or not. How does this even remotely reflect reality?
2. Usually, the assault has to be made first and the bulk of the crossing second. See for example the German crossings of the Meuse on 13 May. Infantry over first -- armor only starting to cross 12-24 hours later. The assault should eat up MP's.

But the assault does eat up clock, which in turn eats up unused MPs. The armour would follow the infantry across but start its movement with less movement allowance following the assault. Given the rules as they stand allow you to rebuild blown bridges in full view of enemy machine gun and artillery fire before you actually make the assault, allowing armour to stream across on the assault turn rather merrily, how is the current system any better?
Let's assume you're right here: that the current system isn't any better. So? I don't really need to demonstrate that the current system is better in all respects -- just that the advantages of the current system minus the disadvantages comes out to about the same value as the advantages of the proposed change minus the disadvantages.


But I don't believe that you have demonstrated that. You are describing (as part of the attack) things which are catered for later in the turn. You talk about the myriad of things getting out of the river hex represents to you, but then the player has to go and do them all for real after the attack by forcing more troops ascross, digging into defend against counterattack etc.
On this point at least, you're effectively conceding that there's nothing to choose between the two. If it's about a wash overall, I'll stick with the aesthetically pleasing rivers in the middle of hexes.

How am I effectively conceding? You have described a host of reasons that make no sense to me. The extra things you say I'm not seeing are in the game at a secondary stage of the turn, not in the phase you describe. The player is vulnerable at these points if he doesn't do them, so why be vulnerable twice. You still haven't explained why the player should be vulnerable before he has even launched the attack?

Ultimately, the only argument I understand is that you think they look better. For me, that doesn't come into it.
3. Under the hex-side rivers proposal as stated above, the engineers would fix the bridge from their own 'side.' So one could just fix the bridge whenever, and then be all set to storm across and go on one's way without any delay at all when ready.

Incorrect, I wouldn't allow bridges to be repaired unless both sides of the road that crossed the river were in your hands.

That sounds okay -- but it wasn't what was said earlier.[/quote]

I never said what was said earlier.
As above, you can repair bridge hexes now without being in possession of the far bank, so engineers technically repair it from their own side now, (unless they are attacked apparently at which point they are deemed to have repaired it from the enemy's side - without actually moving the enemy out first or changing their own position but never mind).

As things stand, you would recreate the Meuse currently by:

Forcing the French out of Wadlincourt river bridge hex/town, rebuilding the bridge on turn 4 (say), storming across on turn 5 to take the far bank and then bringing the tanks across a bridge later on in turn 5 on a bridge that was built on turn four and which had managed (on turn 4) to stretch right across the river to a machine gun and weapons pit infested far bank that wasn't actually cleared until turn 5.

I would like to meet the engineers who managed that.

Regards,
IronDuke
I see your above description as simply not looking at things from the OPART scale.


You were talking about single day turns etc earlier. What is the Opart scale? Ultimately, everything you see as part of the assault is more properly part of the part of the turn left after the assault, which is where it is generally handled currently. You want to clear space on the far bank? Fine, launch further assaults with the troops who got across into adjacent hexes. You want to dig into the defend the bridgehead? Fine - tell your units to dig in.
The crossing doesn't spread out over several turns -- it's all in one turn.


Yes, all in one turn that has multiple phases and which therefore can cope with a multiple layered crossing without trying to abstract the thing to cover for a flaw in River rules.
I'll grant that the bridge repair situation you describe isn't perfect -- but you will have to get out onto that blown bridge hex to fix that bridge. You're also going to need to attack from that hex -- which is what should happen.

None of which makes up for the point we agree on.
OPART offers designers the opportunity to model a lot of situations at a lot of scales. Obviously, one can find time and scales where in some situations it falls down. However, I just don't see the overwhelming advantages of hex side rivers. Generally speaking, I think the attacker should be vulnerable when he moves onto that river hex. It does get a bit strange at the larger scales -- but then, the hex side rivers would look strange to me at all scales. I'm for leaving things as they are in this respect -- since the change doesn't seem to offer any compelling advantages.

I wholeheartedly disagree. I think it falls down everywhere. Anyone who thinks I'm wrong, take all the rivers out of FITE and try the scenario then to see the impact rivers have. Rivers are a crucial piece of the kit and errors here have a significant impact.

regards,
IronDuke
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RE: Defending a river line

Post by ColinWright »

I wholeheartedly disagree. I think it falls down everywhere. Anyone who thinks I'm wrong, take all the rivers out of FITE and try the scenario then to see the impact rivers have. Rivers are a crucial piece of the kit and errors here have a significant impact.

regards,
IronDuke

Here you seem to be disagreeing with something I didn't say. Of course rivers are important: I just don't see that the advantages of hex-side rivers outweigh the disadvantages -- overall

As for your post in general, notice that most of your arguments depend upon the scale being one day or less. Go to larger scales and they become considerably less convincing. At half a week or a week, the 'crossing' is not just the physical act of getting into assault boats, etc -- it's the whole window of defensive vulnerability opened when a force engages in such an operation.

I see this as critical to the argument. OPART tries to model a wide range of situations and scales. What matters is not what is best for one particular situation at one particular scale -- but what works best overall. In general, though, I'd point out that OPART is trying to simulate warfare from an operational -- not a tactical -- perspective. Sure, from a tactical perspective your argument is on sound ground: you're either on one bank or the other -- not half way across. Operationally, though, river crossings are primarily a period of vulnerability -- in this connection, see the German concern with promply smashing Soviet bridgeheads. It wasn't their phyisically getting troops across that was to be feared -- it was allowing them to consolidate and expand their bridgehead -- in other words, get off that river hex.

To me, it's all a wash -- and since I prefer the look of rivers in the middle of the hex, I'm disinclined to advocate a change. Rivers slow you up and they confer advantages on the defender: good enough for me.

The current system works reasonably well -- that can't be said for other aspects of the program. So I'd be inclined to view development time dumped into allowing for hex-side rivers as a waste. Better to come up with an improved supply model, or get some changes to flak, or maybe naval warfare that works...
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