I have the good luck of chatting and e-mailing with one of the readers of this blog, Olav. He always surprises me with his insight and with reading/viewing material about almost anything.
A few days ago, when I posted about the book on the Russo-Georgian war of 2008, he commented and linked to a conference about the conflicts in Abkhazia.
One of the best links Olav provided me was the one to a video entitled "Immortal Fortress", which is about the conflict in Chechnya. There is some great combat footage that is worth seeing. Neither Olav or me are making any political points with this video. Just see it as an insight into combat in so-called "low intensity conflicts".
The whole region is a continuous source of insurgency and counter-insurgency. Past month, I read this article in the print edition of Foreign Affairs, and I was amazed at the history of revolt that the region holds (see the "Mountains Beyond Mountains" section of the article).
Why am I interested in this region and its military history? Well, I'm interested in ANY type of military history. But these type of fights can be simulated in both ArmA2, LOMAC and DCS Black Shark!
Cheers,
Wednesday, September 1, 2010
Command Ops: Battles from the Bulge - Tutorial Scenario - Day 1
With the new patch for Battles from the Bulge, I have no more excuses to not continue with the tutorial scenario.
This is a continuation of a series of entries I made quite a while ago. After a long digression, I settled for a (sorta) plan.
During the first day I want to secure the Steinebruck bridge and extend the bridgehead towards Lommerweiler.
The brigade I have available for the first day has one infantry battalion, one armored infantry battalion and one tank battalion. The troops on foot are useless for any assault on the Steinebruck bridge. The enemy occupying the heights of Lommerweiler would have a hay day if I move my foot infantry through the low terrain surrounding the bridge. I decided to use the 51st Armored Infantry Battalion and 35th Tank Battalion for an assault on the bridge. The 1st Battalion-318th Infantry Regiment is of better use if they cross the river where wheeled/tracked vehicles can't and try to attack from some sort of concealment. See tactical plan below.
Did you know that you can combine both the 51st and the 35th Bns in a single coordinated attack by clicking on one Bn HQ, pressing the Ctrl key, clicking the other Bn HQ and then issuing an attack order? The most senior HQ unit will then be in operational control (OPCON) of both battalions and will guide them through the attack. Only caveat is the increased command load for the HQ unit in control (watch for those in the Cmd tab, listed as "capacity" [how much the HQ unit can handle without too much trouble] and "load" [how much the HQ unit is handling at the moment]). If "load" exceeds "capacity", the two-battalion task force may suffer some extra orders delay. I'm kinda milking the system here, because during the first hour of the scenario there are no orders delays.
After hours of hard fighting, at 1100 of day 1, my forces finally cross the river. I have detached a cavalry troop for reconnaissance missions. By now I need a larger bridgehead.
As soon as some space is gained across the river, the two-battalion task force (51 Arm Inf Bn and 35 Tank Bn) is ordered to pivot west and continue their attack towards Lommerweiler. By this time the foot infantry is in position to attack Lommerweiler in the opposite direction. With the combined firepower of an entire brigade, the enemy breaks down easily. Lommerweiler falls in our hands by mid afternoon.
The gods that wield swords and hold shields have been good with us so far, but the gods that ride horses have been more generous. That cavalry troop that I detached was ordered to conduct a reconnaissance mission towards St. Vith using the east flank of the enemy. The troopers reached St. Vith unopposed and found no signs of the enemy so far. By now the time is 1524 (day 1) and this is a pivotal moment in today's fight. This opportunity needs to be exploited with no delay. See map below for the new set of orders.
After some 40 minutes of nervous waiting (are orders delay fun or what?) the 35 Tank Bn moves towards St. Vith. The tanks reach St. Vith around 1730 PM with not enemy to shoot at. I feel like I sucker-punched the Germans and I wish I could preserve the battlefield as it is until the next day, when my reinforcements arrive. As the night falls, the enemy continues to attack towards the Steinebruck bridge and to put pressure in my foot infantry near Breitfeld. My troops hold their positions through a long night.
To be continued, stay tunned.
Cheers,
This is a continuation of a series of entries I made quite a while ago. After a long digression, I settled for a (sorta) plan.
During the first day I want to secure the Steinebruck bridge and extend the bridgehead towards Lommerweiler.
The brigade I have available for the first day has one infantry battalion, one armored infantry battalion and one tank battalion. The troops on foot are useless for any assault on the Steinebruck bridge. The enemy occupying the heights of Lommerweiler would have a hay day if I move my foot infantry through the low terrain surrounding the bridge. I decided to use the 51st Armored Infantry Battalion and 35th Tank Battalion for an assault on the bridge. The 1st Battalion-318th Infantry Regiment is of better use if they cross the river where wheeled/tracked vehicles can't and try to attack from some sort of concealment. See tactical plan below.
Opening moves. Click the image to expand it.
Did you know that you can combine both the 51st and the 35th Bns in a single coordinated attack by clicking on one Bn HQ, pressing the Ctrl key, clicking the other Bn HQ and then issuing an attack order? The most senior HQ unit will then be in operational control (OPCON) of both battalions and will guide them through the attack. Only caveat is the increased command load for the HQ unit in control (watch for those in the Cmd tab, listed as "capacity" [how much the HQ unit can handle without too much trouble] and "load" [how much the HQ unit is handling at the moment]). If "load" exceeds "capacity", the two-battalion task force may suffer some extra orders delay. I'm kinda milking the system here, because during the first hour of the scenario there are no orders delays.
After hours of hard fighting, at 1100 of day 1, my forces finally cross the river. I have detached a cavalry troop for reconnaissance missions. By now I need a larger bridgehead.
It was about time! We have crossed the river.
As soon as some space is gained across the river, the two-battalion task force (51 Arm Inf Bn and 35 Tank Bn) is ordered to pivot west and continue their attack towards Lommerweiler. By this time the foot infantry is in position to attack Lommerweiler in the opposite direction. With the combined firepower of an entire brigade, the enemy breaks down easily. Lommerweiler falls in our hands by mid afternoon.
The gods that wield swords and hold shields have been good with us so far, but the gods that ride horses have been more generous. That cavalry troop that I detached was ordered to conduct a reconnaissance mission towards St. Vith using the east flank of the enemy. The troopers reached St. Vith unopposed and found no signs of the enemy so far. By now the time is 1524 (day 1) and this is a pivotal moment in today's fight. This opportunity needs to be exploited with no delay. See map below for the new set of orders.
Onto St. Vith!
After some 40 minutes of nervous waiting (are orders delay fun or what?) the 35 Tank Bn moves towards St. Vith. The tanks reach St. Vith around 1730 PM with not enemy to shoot at. I feel like I sucker-punched the Germans and I wish I could preserve the battlefield as it is until the next day, when my reinforcements arrive. As the night falls, the enemy continues to attack towards the Steinebruck bridge and to put pressure in my foot infantry near Breitfeld. My troops hold their positions through a long night.
We are ready to be reinforced!
To be continued, stay tunned.
Cheers,
Sunday, August 29, 2010
Light Forces with Heavy Fire Support - ArmA 2 Operation Arrowhead British Armed Forces
To accompany an ages-old military tradition that requires every British infantryman to have balls of steel, your Majesty's grunts have a penchant to go light into places where others go heavy.
Take the Paras as an example, with their patrol platoons conducting recce in the middle of Taliban country riding in Land Rover WMIKs.
ArmA 2 doesn't feature the Land Rover WMIK (pity, JCOVE has it), so instead I am playing around in the editor with the Jackal WMIK, which has a bit more armor. Riding in a Jackal through a city full of insurgents was quite a thrill. I bet these things can be taken out by a Molotov cocktail.
Not that we were defenseless. That 50 cal in the top of the Jackal can inflict some serious pain. See below the poor insurgent getting it from 800+ meters away.
With the editor having so many options, I added a flight of two Apaches to see what they could do for us.
Terrifying. The Apaches cleaned up and the mission was literally over! See below one of the Apaches unleashing lead.
I will have to balance this scenario. Maybe adding some serious AAA assets for the insurgents. But now I am curious and I am going to try this test mission from the insurgent's point of view. I bet I won't last a second.
Cheers,
Don't Take Your Tank to No-Tank-Country
I just bought the V2.538 upgrade for Steel Beasts ProPE (link opens a pdf with the release notes).
There new AI-controlled tanks and vehicles plus improvements to the engine. The new map objects that you can add within the editor sound great. Yet I hadn't try any of those yet. Hell, I have a lot of to-play scenarios yet!
Just to prove how rusty I am after the summer hiatus, the screenshot below shows me in the middle of a hopeless tanker blunder. I was trying to infiltrate (LOL, how do you infiltrate a 60+ ton behemot like the Abrams tank?) through a patch of woods and I was caught by enemy tanks who diligently dispatched me ... from the comfort of their prepared position located 3 Km away.
Cheers,
There new AI-controlled tanks and vehicles plus improvements to the engine. The new map objects that you can add within the editor sound great. Yet I hadn't try any of those yet. Hell, I have a lot of to-play scenarios yet!
Just to prove how rusty I am after the summer hiatus, the screenshot below shows me in the middle of a hopeless tanker blunder. I was trying to infiltrate (LOL, how do you infiltrate a 60+ ton behemot like the Abrams tank?) through a patch of woods and I was caught by enemy tanks who diligently dispatched me ... from the comfort of their prepared position located 3 Km away.
When there is very little room to maneuver out of trouble ... who is the first crew member to get killed? The driver!
Cheers,
Saturday, August 28, 2010
"The Tanks of August" - Military History of the Five Day War
I've been waiting for something like this since 2008: a good military history of the conflict between Russia and Georgia.
It's a free pdf, grab it from this webpage. Thanks to WarfareSims.com for the heads up!
Attention LOMAC and DCS Black Shark mission editors. This is going to be a great resource for inspiration.
Although we got Abkhazia and not South Ossetia in LOMAC and DCS Black Shark, the terrain and the units in these two flight simulators can be used to create scenarios very similar to the real thing.
Cheers,
"ArmA 2 British Armed Forces" Arrives
Coalition warfare starts at the fictional 'Stan of ArmA 2 Operation Arrowhead.
Along with patch 1.54 (remember to apply this patch first), BI released the British Armed Forces DLC.
I need a 10 year vacation to catch up with all the gaming I have in mind.
Cheers,
Along with patch 1.54 (remember to apply this patch first), BI released the British Armed Forces DLC.
I need a 10 year vacation to catch up with all the gaming I have in mind.
Cheers,
"Battles from the Bulge" Gets the Attention of the US Army
Take a look here.
For quite a while, Dr. James Sterret, at the US Army Staff College has been using games from Panther for a variety of exercises. He even hosted some of these staff exercises at game conferences.
This is great news for Panther Games and could be a real breakthrough for a well-deserving company.
Cheers,
For quite a while, Dr. James Sterret, at the US Army Staff College has been using games from Panther for a variety of exercises. He even hosted some of these staff exercises at game conferences.
This is great news for Panther Games and could be a real breakthrough for a well-deserving company.
Cheers,
Monday, August 23, 2010
JCOVE Lite - Parting Shots?
I don't think so!
Bohemia Interactive has an upcoming DLC featuring British Forces. I'm looking forward to it, but still I'm going to keep JCOVE Lite in my HD. Indeed, that reminded me of a couple of missions I was editing before getting hammered with job obligations.
Cheers,
Bohemia Interactive has an upcoming DLC featuring British Forces. I'm looking forward to it, but still I'm going to keep JCOVE Lite in my HD. Indeed, that reminded me of a couple of missions I was editing before getting hammered with job obligations.
Cheers,
Sunday, August 22, 2010
Victoria 2 - The Review You Need After Reading the Other Reviews
Reviewing a game like Victoria 2 is like reviewing the Internet. I could play this game for a year and still be learning something new. I won't even try to comprehensively cover all features of this game. Instead, I will take a stab at a few Victoria 2 features that at least for me were crucial to keep the game in my hard drive.
Queen of the Hill
When you have achived so much, it's hard to best yourself. Ask Tiger Woods! Victoria 2 has a steep hill to climb before reaching the heights of popularity of its predecessor (Victoria: An Empire Under the Sun).
The first obstacle in the climb is the widespread "look and wait" stance that many gamers have after the serious performance and interface issues of Paradox's Hearts of Iron III upon release. Victoria 2 runs smoother, loads faster and has far less crashes than that first version of the other game. Also, this is the best presented game from Paradox in a long time. The interface is clear and functional. The tutorials are outstanding, almost to the point where you can skip reading the manual (just kidding, this game is deep, read as much as you can). We can safely say that the first obstacle has been passed.
The second obstacle is not exclusive to Victoria 2 and has been the cause of many grand-strategy veterans to steer clear from anything Paradox after Europa Universalis III: a sandbox game design with no date-triggered historical events dumped into a virtual world that may have strayed more or less dramatically from real history. In Victoria 2, Paradox introduced back some historical events but now they are triggered according to what's going on in the virtual world. This new middle ground of game design works great for certain in-game timeframes and countries but feels deterministic for others. Sorta like "scattered clouds but it hadn't rain in a while, so let it pour now" instead of "it's humid, hot and cloudy, it's gonna rain". A great example of this is the American Civil War: you can delay it, but you can't avoid it. The question of why and when important events and wars happen in the real world is fascinating and I don't posses the intellectual stature to point fingers at Paradox, but this new design results in a perplexing game experience. If increasing the historical flavor of the game engine was an issue, Paradox could have introduced historical scenarios where you start at a certain date with a world already tuned to what history books say. Even when I like the sandbox, non-deterministic approach or all other Paradox games, I'm craving to fight the Austro-Prussian War, the Franco-Prussian War, the Crimean War, the Balkans War, the Triple Alliance War, the Russo-Japanese War ... (damn, so many wars) ... with a decent order of battle and not the mess of armies I end up building. Alas, the only possibility is to start your games at 1836. So, please fellows, I will accept your kind donations of save-games of different countries at different game dates ...
Whether Victoria 2 achieves the heights of popularity of the previous Victoria or not, Paradox is being proactive pushing itself towards the high ground and I'm ecstatic that they don't strand themselves into design stagnation. Making a living out of games is complicated and other developers who stick to perceived winning formulas are starting to get into my nerves. Kudos to Paradox for their will to experiment in their designs.
Raising Leviathan
With Victoria 2, Paradox introduced a brave new model of so-called POPs (short for populations, collective units that represent population segments with a common culture, religion and profession like officers, aristocrats, artisans, etc). These POPs have been there since the previous Victoria, but now in Victoria 2 the flux of people between POPs is automatic and dependent on what each POP is experiencing (education, income, daily life needs). More realistic and one thing less to micromanage. But don't put your guard down: watching out for the needs of your people is crucial to play Victoria 2.
Even when there is a separate tab/screen for population, politics, trade and budget, socio-politics and socio-economics are networked through the POPs. Everything in Victoria 2 seems to flow from the bottom (POPs) up (politics and economics). The virtual world of Victoria 2 is fascinating to watch, almost like a living creture that breathes and tests your seemingly solid strategy with a thousand tiny kicks. How is you Hobbian experiment going to hold against "the butterfly effect" mentioned in Victoria 2's user manual?
Paradoxically (no pun intended), when it comes to socio-economics and socio-politics Victoria 2 is both too transparent and too opaque. The stats of the POPs at every corner of your empire are updated instantly and showed to you as they change, a luxury that even modern world leaders don't have. I know it's just a game, but a little "fog of POPs" would add a lot to the game experience. Since the POPs and their changing stats influence so much politics and economics, it would be great if Paradox had provided some sort of interface explaining to the player how those changes in stats contributed to the current state of affairs. Otherwise, mainly when your country is going to the dumpster thanks to general revolt, that feeling of watching a living creature that I mentioned before is replaced by a feeling of looking at the capricious color changes of a kaleidoscope. In other words, it would be great to have less info on "what" is happening with the POPs and more info on "why" things happen because of the POPs.
Post-Napoleonic Warfare is Pretty Much Very Napoleonic
I had a chuckle when one of the techs in Victoria 2 ("Post-Napolenic Thought") showed the picture of Clausewitz. In the scale of Napolenic thought, Clausewitz is second only to Jomini! Anyway, during most of the 19th century a great majority of generals regarded Napoleon as their guide through the battlefield. The problem with that was the size of the armies and their firepower were increasing dramatically. Command, control and communications became an issue. No longer a general could place himself on the top of a hill and command his entire army from there. The high operational mobility of the foraging Napolenic armies was replaced by the lightning strategical mobility provided by the railroads and by the operational stasis that resulted from huge supply vans slowly moving beyond the railhead. Only a handful of generals dealt with these problems succesfully. One of them, Moltke, would influence the German military thought all the way through World War II. Last but not least, this period of history saw the birth of modern warfare, somewhere in South Africa. The 19th century is a great period for war gaming.
Unfortunately, warfare is not Victoria 2's forte. One could argue that the historical period is so diverse in terms of warfare that is difficult to model, but Victoria 2 doesn't even try. The units available are pretty generic with the most variety of units available for the cavalry arm. This is a combat arm whose principal role (shock by charge) was becoming historically obsolete right from the start of the game, so the variety is a bit disturbing. Land units move from province to province and combat is ensued when two opposing forces are in the same province. There is a tiny bit of enjoyable operational art in Victoria 2, but the back and forth lightining swing of forces between provinces starts to feel gamey very quickly. Tactical combat is resolved automatically, with factors like terrain, frontage, cohesion, reserves being considered in the final resolution. Once a tactical battle has started, the player has no influence at all on it, which is fine as this is a grand strategy game. Naval warfare in Victoria 2 scores a bit higher than land warfare and the variety of naval units is of great use for a game where a naval empire is the premiere attraction. The ability of building better units of any type is pegged to the status of each nation's research activities. I personally never liked this "research/tech" type of things in strategy games, and in Victoria the correlation between researched techs and units available feels a bit odd.
Again, this is a grand-strategy game and the military features of it make an overall decent work. All you have to do is not to look too close. I was hoping for more warfare goodies from Victoria 2, but Vainglory of Nations is around the corner ...
In summary, this is a solid grand-strategy historical game set in a great period of history. Rich in features and more accessible for the beginner than ever, Victoria 2 is a game that has secured some serious time in my gaming calendar. Paradox's designers have not lost their mojo and I am happy to see that there are still companies out there not willing to sacrifice quality historical gaming in the altar of popularity.
Queen of the Hill
When you have achived so much, it's hard to best yourself. Ask Tiger Woods! Victoria 2 has a steep hill to climb before reaching the heights of popularity of its predecessor (Victoria: An Empire Under the Sun).
The first obstacle in the climb is the widespread "look and wait" stance that many gamers have after the serious performance and interface issues of Paradox's Hearts of Iron III upon release. Victoria 2 runs smoother, loads faster and has far less crashes than that first version of the other game. Also, this is the best presented game from Paradox in a long time. The interface is clear and functional. The tutorials are outstanding, almost to the point where you can skip reading the manual (just kidding, this game is deep, read as much as you can). We can safely say that the first obstacle has been passed.
The second obstacle is not exclusive to Victoria 2 and has been the cause of many grand-strategy veterans to steer clear from anything Paradox after Europa Universalis III: a sandbox game design with no date-triggered historical events dumped into a virtual world that may have strayed more or less dramatically from real history. In Victoria 2, Paradox introduced back some historical events but now they are triggered according to what's going on in the virtual world. This new middle ground of game design works great for certain in-game timeframes and countries but feels deterministic for others. Sorta like "scattered clouds but it hadn't rain in a while, so let it pour now" instead of "it's humid, hot and cloudy, it's gonna rain". A great example of this is the American Civil War: you can delay it, but you can't avoid it. The question of why and when important events and wars happen in the real world is fascinating and I don't posses the intellectual stature to point fingers at Paradox, but this new design results in a perplexing game experience. If increasing the historical flavor of the game engine was an issue, Paradox could have introduced historical scenarios where you start at a certain date with a world already tuned to what history books say. Even when I like the sandbox, non-deterministic approach or all other Paradox games, I'm craving to fight the Austro-Prussian War, the Franco-Prussian War, the Crimean War, the Balkans War, the Triple Alliance War, the Russo-Japanese War ... (damn, so many wars) ... with a decent order of battle and not the mess of armies I end up building. Alas, the only possibility is to start your games at 1836. So, please fellows, I will accept your kind donations of save-games of different countries at different game dates ...
Whether Victoria 2 achieves the heights of popularity of the previous Victoria or not, Paradox is being proactive pushing itself towards the high ground and I'm ecstatic that they don't strand themselves into design stagnation. Making a living out of games is complicated and other developers who stick to perceived winning formulas are starting to get into my nerves. Kudos to Paradox for their will to experiment in their designs.
Raising Leviathan
With Victoria 2, Paradox introduced a brave new model of so-called POPs (short for populations, collective units that represent population segments with a common culture, religion and profession like officers, aristocrats, artisans, etc). These POPs have been there since the previous Victoria, but now in Victoria 2 the flux of people between POPs is automatic and dependent on what each POP is experiencing (education, income, daily life needs). More realistic and one thing less to micromanage. But don't put your guard down: watching out for the needs of your people is crucial to play Victoria 2.
Even when there is a separate tab/screen for population, politics, trade and budget, socio-politics and socio-economics are networked through the POPs. Everything in Victoria 2 seems to flow from the bottom (POPs) up (politics and economics). The virtual world of Victoria 2 is fascinating to watch, almost like a living creture that breathes and tests your seemingly solid strategy with a thousand tiny kicks. How is you Hobbian experiment going to hold against "the butterfly effect" mentioned in Victoria 2's user manual?
Paradoxically (no pun intended), when it comes to socio-economics and socio-politics Victoria 2 is both too transparent and too opaque. The stats of the POPs at every corner of your empire are updated instantly and showed to you as they change, a luxury that even modern world leaders don't have. I know it's just a game, but a little "fog of POPs" would add a lot to the game experience. Since the POPs and their changing stats influence so much politics and economics, it would be great if Paradox had provided some sort of interface explaining to the player how those changes in stats contributed to the current state of affairs. Otherwise, mainly when your country is going to the dumpster thanks to general revolt, that feeling of watching a living creature that I mentioned before is replaced by a feeling of looking at the capricious color changes of a kaleidoscope. In other words, it would be great to have less info on "what" is happening with the POPs and more info on "why" things happen because of the POPs.
Post-Napoleonic Warfare is Pretty Much Very Napoleonic
I had a chuckle when one of the techs in Victoria 2 ("Post-Napolenic Thought") showed the picture of Clausewitz. In the scale of Napolenic thought, Clausewitz is second only to Jomini! Anyway, during most of the 19th century a great majority of generals regarded Napoleon as their guide through the battlefield. The problem with that was the size of the armies and their firepower were increasing dramatically. Command, control and communications became an issue. No longer a general could place himself on the top of a hill and command his entire army from there. The high operational mobility of the foraging Napolenic armies was replaced by the lightning strategical mobility provided by the railroads and by the operational stasis that resulted from huge supply vans slowly moving beyond the railhead. Only a handful of generals dealt with these problems succesfully. One of them, Moltke, would influence the German military thought all the way through World War II. Last but not least, this period of history saw the birth of modern warfare, somewhere in South Africa. The 19th century is a great period for war gaming.
Unfortunately, warfare is not Victoria 2's forte. One could argue that the historical period is so diverse in terms of warfare that is difficult to model, but Victoria 2 doesn't even try. The units available are pretty generic with the most variety of units available for the cavalry arm. This is a combat arm whose principal role (shock by charge) was becoming historically obsolete right from the start of the game, so the variety is a bit disturbing. Land units move from province to province and combat is ensued when two opposing forces are in the same province. There is a tiny bit of enjoyable operational art in Victoria 2, but the back and forth lightining swing of forces between provinces starts to feel gamey very quickly. Tactical combat is resolved automatically, with factors like terrain, frontage, cohesion, reserves being considered in the final resolution. Once a tactical battle has started, the player has no influence at all on it, which is fine as this is a grand strategy game. Naval warfare in Victoria 2 scores a bit higher than land warfare and the variety of naval units is of great use for a game where a naval empire is the premiere attraction. The ability of building better units of any type is pegged to the status of each nation's research activities. I personally never liked this "research/tech" type of things in strategy games, and in Victoria the correlation between researched techs and units available feels a bit odd.
Again, this is a grand-strategy game and the military features of it make an overall decent work. All you have to do is not to look too close. I was hoping for more warfare goodies from Victoria 2, but Vainglory of Nations is around the corner ...
In summary, this is a solid grand-strategy historical game set in a great period of history. Rich in features and more accessible for the beginner than ever, Victoria 2 is a game that has secured some serious time in my gaming calendar. Paradox's designers have not lost their mojo and I am happy to see that there are still companies out there not willing to sacrifice quality historical gaming in the altar of popularity.
Cheers,
Real Blogging to Resume Soon!
What a summer!
My business traveling is coming to an end within a couple of weeks. I expect to resume my normal posting by then. Thanks for visiting the blog during this summer!
Cheers,
My business traveling is coming to an end within a couple of weeks. I expect to resume my normal posting by then. Thanks for visiting the blog during this summer!
Cheers,
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