But This One is Mine

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M1garand

Submitted by Eric Daniel

Well, I officially now own a piece of history, having recently taken possession of a surplus Springfield Armory M1 Garand through the CMP program.  Delivered “as is” with one (empty) clip and an owner’s manual (which actually makes for rather entertaining reading), opening that cardboard box was like discovering some ancient treasure.

My first impression was, “Wow, this thing’s heavy” but the reality is, at 9.5 pounds, the Garand is only a little heavier than my current issue M4 with all the “crap” attached, like the light, the PEQ-2, and the Eotech sight (though admittedly, all that stuff does give me a number of capabilities that I don’t have with the M1.)  The other thing that impressed me was the actual wood of the stock.  I’m used to weapons made of metal and plastic and cleaned in solvent tanks, not ones made with wood worn smooth by years of use.

While I have disassembled, cleaned and lubricated my rifle, CMP recommends that the rifle be inspected by a gunsmith before firing, so I haven’t fired it yet. I did get some .30-06 dummy rounds, though, to practice not only loading loose rounds into the clip, it is an art, but also practice loading and clearing the rifle (no “M1 thumb” for me, thank you very much.)

Something else I discovered after purchasing the rifle is that as far as the gas operated Garand is concerned, not all ammunition is created equal.  Apparently, many modern .30-06 cartridges develop too high a chamber pressure, which can damage the operating rod.  One solution to this dilemma is to purchase surplus M2 ball ammunition, which is as old as the rifle itself, not always available, and may not be deliverable to where you live.  Another option is to use modern ammunition specifically built for the M1.  To this end, I’ve found only two brands, so far, that will work – Federal’s American Eagle M1 Garand ammunition, and Hornady’s M1 Garand Match (Remington has a 150 gr. .30-06 cartridge in their UMC line, but according to them it is not M1 safe.)

Now, call me a neophyte when it comes to owning firearms (which, of course, I am) but I was absolutely shocked to discover how expensive ammunition was (at $20 for a box of 20, and even the surplus ammo was around $1 a bullet.) While in the great scheme of things, this isn’t that expensive for ammunition of this size (7mm Remington Magnum, for example, will run you $55/box), I’m used to going to the ammo point and drawing cases of ammunition at a time – this is the first time I’ll actually have to pay for the stuff.  Moreover, it has been an absolute nightmare finding a local distributor for this stuff that actually has it in stock (yes, I can hear you all now saying, “Welcome to my world.”)  Lastly, a third option, and clearly the one I think I’m going to have to adopt if I’m ever going to shoot this thing recreationally, is to learn to reload my own.  Of course, my knowledge of purchasing ammunition is encyclopedic compared to actually making it, so this reloading thing is going to be an adventure in itself.

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Once More, Into the Breach

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Hoi3

Submitted by Eric Daniel

Well, Paradox Interactive has finally released their next installment of the HoI line, aptly titled Hearts of Iron 3.  For those of you who are not familiar with the line, HoI3 is a real time based grand strategy game centered on the Second World War (1936 - 1948.)  In HoI3 you can play one of more than 150 nations (be Finland, I double dog dare you) and you are personally responsible for all aspects of nation management, to include economic and industrial policy, military readiness, technology research and development, and politics and diplomacy.

If you’ve never played a game like this, let me warn you up front - This is not a simple game.  While not complex to understand (a market economy, after all is just buying and selling stuff, right?), nor difficult to play, this game put the grand in grand strategy, and spelled strategy with a capitol “S”.  The decisions you make in 1936 will determine your success or failure in 1943.

Victory conditions are relatively simple and the same as the two previous games in the line; amass victory points.  The world is divided into provinces, some of which have a numerical victory point value assigned to them.  Political factions (there are three main ones in the game - The Axis, Allies, and the Comintern) accumulate VPs by occupying these provinces and at the end of the game, which ever faction has the most VPs wins.  Of course, if you want to set your own victory conditions, like survive until 1945 as a free and independent Finland, you can do that too; the game does not require you to play by “its” rules.
For the veteran HoI player, there have been a number of changes introduced, while some familiar item effects have been modified and function differently.

First, and most notably, the world got bigger.  In HoI2 there were about 2,600 land and sea provinces for you to maneuver your forces on.  Now there are about 14,000.  What paradox essentially did was take the existing provinces, and subdivide them into additional areas to give you more tactical flexibility in maneuvering your units.

Second, diplomacy has been expanded, both in its scope and how it is enacted, and politics (internal diplomacy if you will) was added.  Now, instead of a numbers based display of how various countries are aligned politically, you see nations on a triangular shaped graph (with each point on the triangle representing one of the three game factions), with each nation represented as a circular icon.  The closer a country is to you politically, the closer its icon will be to yours on the graph.  In addition, a new element had been added to diplomacy - espionage.  Now, in HoI3, you can generate spies which will go out and perform any number of a dozen or so different functions, from stirring up trouble in opposing countries to realigning the political landscape in your own country to offing your opponent’s researchers.  Now, I have to admit, when I first opened up the diplomacy window and say the spies tag, I had Master of Orion 3 flashbacks.  Fortunately, you can let the AI (or your “viceroy” for another MOO3 reference) handle the spy program while you get on with the business of taking over the world.

Politics is new in HoI3 and is essentially an internal form of diplomacy.  As events occur in your country, the relative popularity of the various political factions in your country change, which can make specific ministers available.  As with diplomacy, you can take a direct hand in shaping your countries political landscape, in the form of modifying economic policy, education policy, military policy, and the like.
Another aspect of diplomacy that has changed is the application of historically relevant events, such as the re-occupation of the Rhineland, the Anschluss, and the Annexation of Czechoslovakia. Rather than occurring automatically, the event will appear in your diplomatic events queue, and once you meet all the requisite conditions, you can enable the event at any time.

Thirdly, technology development has undergone a “something old, something new” transformation.  Gone are the research teams of HoI2 (something which I sorely miss, as I felt they added a lot of historical flavor to the game.)  In there place you now have a generic research capability (much like you did in HoI1) where the amount of research you can conduct is based on the number of “leaders” (think of leaders as a subset of the manpower pool; you use leaders to conduct R&D, diplomacy, espionage, and fill the officer and NCO ranks of your units) you have available and dedicated to conducting research.  In addition, they have brought back a HoI1 style tech tree; rather than develop a single item, such as intermediate fighter, you now have the option of developing specific components, which allows you to customize the nature of the units you construct (which is something I’m glad they brought back.)  In addition, HoI3 uses a “historical” year modifier in the tech tree to curb unrealistic development, by imposing a severe research time penalty on technologies researched more than 3 years “ahead” of schedule.  What this means is that, while, as the German player for example, you might meet all the pre-requisites to begin early jet engine construction in 1938, since jet engine technology did not become available “historically” until 1943, you will be severely penalized if you begin research any earlier than 1940.

Fourth, unit construction, especially ground unit construction, got a lot more dynamic.  Before, in HoI2, you built ground units and had the option of attaching brigades to them.  Now, in HoI3, ground units are made up exclusively from brigades (between 1 and 5, per division, with about 20 different brigade types (depending on tech level) available), you just decide how many each division has, and what they are (this allows you to make units as big (and as expensive) as you want.

In addition, HQ units are now managed in a completely different way.  As before, leaders assigned to units have leadership traits and a skill level, and their rank determines how many units they can effectively lead in combat, but now, HQ units are created from that generic “leadership” pool you have available to perform R&D, espionage, and diplomacy, rather than as a manufacturing product.  Once formed, you can assign subordinate units to the HQ, following a “standard” military layout (divisions are assigned to corps, corps are assigned to armies, armies are assigned to army groups, army groups are assigned to theaters.)  This organization provides a number of advantages.  First, the leadership modifier applied by your HQ is applied to any subordinate unit engaged in combat that is within range (the range of your HQ units increases the further up the chain you go) and second, it makes it easy to grab specific units by simply selecting a HQ and highlighting it’s subordinate commands (for example, if you wanted to grab every division in First Army Group, all you’d have to do is select the 1ST AG HQ, and then select the subordinate armies; all the armies, corps and divisions subordinate to 1st AG would get selected and highlighted.)  This makes it very easy to manage broad front warfare like what you might find in Eurasia.

Amateurs discuss tactics; professionals discuss logistics

While combat remains largely unchanged from HoI2 (the game still takes into account weather, temperature, visibility, terrain and time of day) one of the things that has seen a significant increase in accuracy is supply management; go to war with inadequate supplies or a substandard supply line, and you’d better hope your troops brought lots of books to read.  Supply management is the most critical aspect of combat in HoI3.  Units out of supply will not move and will fight at a grave penalty.

Your ability to push supplies to the front is affected to some degree by technology, distance, and the weather, but the greatest influencing factor is the infrastructure of the provinces between your units and the supply depot.  The higher the infrastructure rating, the faster, and more efficiently supplies move.  This becomes especially relevant for those conducting seaborne invasions a la D-Day.  Fail to secure a port in the first 30 days of landing and your offensive will officially grind to a halt.  Moreover, gone are the days of building numerous port upgrades and keeping them in the production queue until you make landfall; HoI3 will only allow you to place one naval port upgrade in a province, provided the province doesn’t already have an existing facility.  Lastly, you can’t front load a province with supplies using the convoy system either; the game won’t allow you to ship more supplies to a port than the port can handle, so smaller ports means smaller convoys.  What all this means is, before you invade, do your homework; research your potential landing sites, the near by ports, and what their rating or capacity is.

In addition, I am told that Paradox also corrected a number of game play issues from HoI2.  For example, for those of you who remember playing Germany in HoI2, commerce raiding simply did not work; you could reduce England to zero convoy vessels and still they would plug along, happy as could be.  Well now, no convoys means no commerce, and now you really can starve England out.  AI aircraft must also follow the same flight restrictions as player aircraft do, specifically, they must fly the most direct route to their target, and if the target is out of range, they must rebase.  On a broader scale, Paradox basically leveled the playing field by making the AI adhere to the same gameplay rules and restrictions that the players must adhere to.

While the game itself doesn’t have any major faults, there are a number of things that are quirky and annoying about the UI.

For starters, you can’t “grab and drag” the map.  Your only options for moving around on the map are either click on a point on the small “macro” map down in the lower right hand corner of the screen, or move your mouse cursor to the map edge and wait for the map to scroll.  This will lead to lots and lots of overshoot as you scroll past the unit or province you’re looking for.

Another annoying effect is technology development.  As you complete research on a specific level of technology (light tank engines rank 3, for example) the computer will immediately launch into rank 4 without telling you, whether you wanted to initiate the research or not.  Now, on the flip side, research is never lost, so even if you do accidentally delve further into a piece of technology than you wanted too, you can shift the research to a different field without loosing the gains you made “accidentally.”  Perhaps the most annoying, however, and again this made me think of MOO3, is the lack of information provided to you in the production queue.  In HoI2, you could look at the units you were building in the production queue to determine what “level” (Type VII, or Type IX submarines for example) they were, and decide if it was worth it to continue producing those units, and upgrade them with more modern technology once they were built, or shut down the line altogether and start a new line of more advanced equipment.  In HoI3, unfortunately, all you see in the production queue is a line indicating that you are building a submarine of some type, the cost of that production, and how long till the next one is built.  Moreover, you can’t click on the item in the queue and get any sort of pop up window.  The only way to work around this is to physically write down what it was you started building and when you started construction, and then refer back to your notes as new weapon systems become available.

All in all though, I think the third version of Hearts of Iron is a definite improvement over the previous two.  With the expansion of the map you achieve a greater degree of tactical flexibility, the importance of supply defiantly makes playing island nations like the U.S. or Japan a challenge, and ability to make customized units allows you to more easily tailor your forces to mission specific needs.

Check out hearts of Iron 3 here.

Carmex, The Stick that Clicks

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Carmex-original-stick-detail 

Submitted by Eric Daniel

While out on AT recently I made an interesting discovery.  Carmex brand lip balm.  Ok, granted, it wasn’t an honest to God real discovery - I’ve known about Carmex lip balm for ages (I have a bazillion of those jars all over the place) and I know that Carmex comes in squeeze tubes now, as well as the traditional stick.  But for years, while in the field, I’ve almost exclusively relied on either ChapStick brand lip balm, or the GI issue stuff the medics hand out when we go to the field. 

Now, the one issue I’ve always had with my ChapStick is that it always seems to unscrew in my pocket.  As you may or may not know, the lip balm is in a tube with a little wheel crank at the bottom of the tube.  You turn the wheel, which drives a threaded rod in the center of the tube, which pushes the lip balm up out of the tube, so you can use it.  Well, rolling around in my pocket always seems to crank that wheel in the proper direction to push the stick out (I wonder if the fellers in Australia have this problem), which means that I have to crank it back in every time I want to use it.  This isn’t a deal breaker or a therapy requiring issue, it’s just annoying to have to “reset” your ChapStick every time you want to use it.

Well, apparently, the folk over at Carmex must have been having the same problem I was, since on their tubed lip balm, the wheel at the bottom of the tube has a friction lock on it.  This lock (and I’ve no clue how it operates, except to say that you can hear it “click” as you crank the wheel) provides sufficient friction on that central rod that it won’t accidentally advance the stick in your pocket, which, all things considered, I thought was a good bit of attention to detail.

Now, if only I could police up all those little jars and get them converted to sticks.

Check out Carmex products here.

Taking a Load Off

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Walkstool 

Submitted by Eric Daniel

You never know how much you miss having someplace to sit until they take your tank away.  For the first part of my career I was in Armor, and our motto was “death before dismount.”  Sure, we’ll complete the mission, but on the tank.  Then I went to the Scouts and we had trucks.  Granted, they were draftier, the heater didn’t work as well, and they leaked (well, ok, so did the tank) but, at least, there was someplace to sit.  Now, I’m a hapless leg, and all I’ve got to keep my butt out of the mud, or snow, or wet, is my k-pot.

No more.  After a little bit of research and a little trial and error, I have found Nirvana.  The Walkstool Comfort 22. 

Manufactured in Sweden, the Walkstool line of lightweight chairs is really quite impressive.  Made from a trio of aluminum tubes topped by a heavy duty mesh seat, the walkstool has two settings; collapsed and fully extended.  The one I opted for was the 22” model, where 22 refers to the chair’s fully extended height.  The feet on the stool’s three legs are large diameter and made from textured rubber so they provide not only low ground pressure, but good traction on unstable surfaces.  The stool is black in color, though the leg extensions are silver (may get around to painting them so it’s more “tactical”) and in the case of this particular model, the weight rating is 495 pounds.  Now, I have to admit, when I was looking for a combat chair, most of the ones I say that even listed a weight rating, were all in the 175-250 range, so if ever I was going to use the thing, I was going to have to strip all my gear off, so when I saw the stool’s was rated to nearly 500 pounds, that pretty much closed the deal – I could take this thing anywhere and it was never going to break on me.  Naturally, Walkstool makes a number of “ultra light” models, with lower weight ratings, but given that this “monster” only weighs 33 ounces and collapses to the size of my Thermos, I concluded it was money, and weight, well spent.

Check out the Walkstool field chairs here.

The Fodder is Always Tastier on the Other Side

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1940_4b

Submitted by Eric Daniel

A couple months ago I remember seeing a story about Gordon Ramsay helping the British MoD develop a cookbook for use by military cooks in the field (by way of explanation British soldiers are issued either individual 24 hour rations (when they’re on the go) or squad sized, ten-man 24-hour rations (for when they‘re not.).  Unlike American T rats, with the ten man rations there’s some actual cooking involved.)

This got me to thinking about all the informal MRE recipes we came up with or passed around, as well as experimenting with foreign rations when we trained with other countries (for the life of me I’ll never understand how the French can call dry toast and coffee “breakfast“.)  Even now, I look back fondly upon the tinned “indische kip” (curried chicken) I picked up from the Dutch CAT team in 1991 (it was probably the best tasting “field” food I’d ever had, but absolutely had to be eaten warm, otherwise it was just scary) and German black bread and butter was always good in the morning (in addition to the regular mermite delivered green eggs and ham of course.)

Since then, food in the field has gotten real complicated.  It seems that every 6 months they're coming out with a new ration which is better than the last (last I heard, the Army was fielding an "assault" ration for use during the first 72 hours of combat.  What are you supposed to do if you end up fighting longer than 72 hours, wait for different issue?)

I’ve a trip to the Ukraine coming up, and I’m thinking this might be a good opportunity to take along a couple MREs and see if I can’t do any trading with the locals (not sure yet if we’re bringing our own snacks yet or eating on the economy as it were.)  With all the multinational action going on, especially in Afghanistan, anyone try anything noteworthy?

Mustering for Grog

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Upspirits

Submitted by Eric Daniel

Way back a long time ago, while I was tanking with the Washington National Guard, my unit had a Dining In following our annual training.  What made this event memorable was the fact that there was a representative from our “sister” armoured recce unit from Canada, and he brought with him something I’d never seen before -  1.5 liters of government issue 151 proof ration rum.  As the Sergeant explained, the Canadian government authorized the issuance of a rum ration to soldiers in the field for a period of 30 days or more.  Now, I know the Royal Navy used to issue rum to its sailors up through 1970, and I know there’s at least one German fallschirmjäger company out there with a bar in the basement (run by the First Sergeant) but this was the first I’d ever heard of government issuing honest to god alcohol to its joes.

Needless to say, that bottle was tipped into the grog to the detriment and enjoyment of all.  This was all ten years ago and I’m curious if this is still the case; while I can remember drinking beer in the unit run canteen when I was in the field at Graf, I haven’t seen beer in the field in ages and I know it’s expressly forbidden to American soldiers now, but I was curious if the Canadians still issued rum (or if any one else has a similar program) or has this tradition also died on the altar of political correctness?

Shure SE110 Sound Isolating Earphones

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Shure_se110_l 

Submitted by Tom Weber

I have had a set of Shure E2c Headphones for four or five years now and they are the best portable music accessory I have ever owned. I prefer their earpieces to the softer ones used on the Bose in-ear models. They came with a handful of different sized ear pieces to give a semi custom fit. The ones I found best for sound isolation were the orange compression foam version. The sound quality is excellent and I have found that I get better battery life out of my iPod since I don't have to turn the volume up as high to compete with outside noise. The cord is shielded with some nylon braiding and they came with a handy little zippered pouch that will go in a pocket or be clipped inside a bag. Shure now make an updated model called the SE 110. The assortment of earpieces is a little smaller, but still gives a good range of fits, the cord is still braided, but now made as a modular unit for use with remote controls. And as a bonus, there is a microphone adapter available, allowing you to use it as a complete hands free kit for any phone/PDA with a 3.5mm jack.

Check out the Shure SE110 earphones here.

Etymotic Research Headphones

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Hf2_earphones_mic_plug-w-ruby 

Submitted by Jason

When you buy Bose, you're paying for their advertising budget, which is massive. Any other speaker in the same price range will be superior, since other manufacturers put their money into... the speaker. Notice that the 901 page gives more details about the composition of the cabinet than the drivers? That there's no frequency response graph or even specs? There's a reason for that. The "reflection" "technology" is just added reverb, which does indeed replicate a live concert... held in a gym. Reflections smear the sound, leading to a loss of clarity. That is why recording studios have foam on the walls at the reflection points between the monitors and the engineer's chair. Good concert halls are also designed to control reflections, and sound-absorbing acoustic panels are one of the cheapest and easiest upgrades you can make to your stereo.  (If you want reverb, most stereo receivers these days have a number of "hall" or "concert" settings which will add reverb. But can still be turned off any time you want to hear that jazz singer as though she were sitting right across from you.) It's a little harder to mess up in-ear headphones, but there are still better brands for the money.

Check out the Etymotic line here.

Sound off

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Bose headphones 

Submitted by Eric Daniel

In the Army, it seems to be a rite of passage that troops use their first paycheck right out of Basic Training to buy the biggest, most expensive stereo they can find at the PX.  While I won’t say I was immune to the temptation (after all, I was single, had no bills, and was flush with disposable income) I did curb the urge to go right out and get one.  After all, I was on day 120 of a 4 year commitment, so I had plenty of time.  Besides, with three other roommates, who had all succumbed, there was more than enough stereo to go around.

Anyway, long story short, just before I ETSed, I made my stereo purchases, and of all the equipment I bough on the way out, the only items still in use are my Bose 901 speakers.  Though they can be a bit demanding on how they’re set up for optimal sound, properly deployed I think they are some of the best speakers available.

Well, while on deployment, I started thinking how nice it would be to be able to take my mind off the fact that I was trying to sleep in a non-air conditioned brick oven.  As with garrison duty, there were quite a few folk who had purchases stereo equipment and had it shipped in theater.  Well, I decided there was no way in hell I was going to try and go that route; the combination of sand, dust, heat, and wind is pretty destructive to electrical equipment over there, and besides, I wanted something portable.  In addition, I didn’t want anything that had to compete with ambient noise, since I couldn’t turn the war off, I was going to have to go with something that generated sound closer to my ears, namely headphones.  Well, the one thing I didn’t want was a CVC sized unit taking up space on my head, and in my bag, so if I was going to get headphones, they would have to be small, and easy to pack up.

Going back to my experience with Bose, what I settled on were the Bose triport, in-ear headphones.  Simply put, for their size, these little earpieces put out the best sound quality I’ve experienced.  While larger units might produce better range, these are usable anywhere (though granted, I still use cheap, “disposable” headphones when I’m at the gym or what not) and will fit in my pocket.

Check out the Bose in-ear headphones here.

Running on Sunshine

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Solio classic

Submitted by Eric Daniel

While having a wall charger for my iPod Shuffle (and the Nano for that matter) gave me the flexibility to charge the units in something other than a computer (which, in turn, needs its own power source) what I was ultimately looking for was a way to sever the power cable link all together.

It wasn’t until someone sent me a reference on solar chargers that I thought about going that route, but once I did, it finally cut my dependency on generated power completely.

The charger I settled on was the Solio Classic universal charger.  The charger itself is a collapsing three bladed affair.  To charge the unit you spread out the three nested solar panels (much like the spreaders on a camo net pole) and set the unit in the sun.  It takes about 8 hours to fully charge the unit, after which you can plug it into your device and transfer the power.  The battery in the Solio will hold its charge for about a year, and in the event you have wall power, you can plug the unit into the wall to charge it in only a couple of hours.  With no moving parts, the Solio is very durable, and has a wide operational temperature range (-4 to 131 degrees F.)  Finally, it is adaptable to charging a variety of mobile phones, including Nokia, Sony Ericsson, Samsung, and LG.

Check out the Solio charger here.