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Motorola MT-777 Two Way RadioWalkie Talkie Handy Transceiver
1.ANI CODE(PTT ID) *Option
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4.128 memory channels
5.Built-in 50 CTCSS and 104 DCS
6.Wide (25kHz) and Narrow(12.5kHz) channel spacing programmable in separate channels
7.Come with 1200mAh Li-ion battery/1600MAH option
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29. 136-174MHZ/400-470MHZ
TECHNICAL:


Frequency Range VHF 136―174MHz
Having made Moscow ?41,a less committed design team may have just thrown in a mob of Siberian troopsagainst understrength, undersupplied Germans and called it the sequel. JohnTiller?s Panzer Campaigns designerswouldn?t do the easy task. Initially, they didn?t think a good game was in theSoviet counterattack and looked at a hypothetical German offensive againstMoscow in Summer 1942. However, further research indicated that some of theDecember 1941 ? February 1942 actions could make interesting scenarios. Arethey interesting enough to make Moscow?42 a good buy for gamers?

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More Views of Snow

Graphics have been expanded with a magnified version of theNATO 2D counters to go with the other three levels and zooms. The 2D and 3Dcounter options make play easier for monitors of all resolutions. The 3D iconsstill pose a problem: terrain shows up well in the two close-in zoom levels butthe unit icons are hard to make out even with low resolution settings and looklike raisins on today?s high resolution settings. The developer would do wellto magnify this view also. A well-done graphic is the Hex Info Area with theinitial view showing a picture of the unit?s primary weapon with morale,movement points, number of men and fatigue. The reverse side, brought up by aright-click, displays the chain of command and weapon details, as well as terraindata for the hex is also shown. Various overlays are visible, accessed by themenu bar, tool bar and hot keys, show command range, unit status and other aidsto play. Animation includes tracer fire and explosions. Other visuals includecollapsible Orders of Battle, artillery dialogs and air dialogs. Threenon-playable maps deliver an overview of the campaigns. Scenario parameters interms of stacking, movement points and other variables are in a pull-downtable. The usual sound effects are the rumble of vehicles, gallop of cavalry,swooshes of ski troops and weapon noises.

The interface is typical PanzerCampaigns: left-click selects a unit, movement is right-click on adjacenthexes or left-click drag. Firing is accomplished by switching to ?fire? on themenu and clicking on the target or right-click + CTRL on the target. Artilleryand airs strikes are called by choosing a battery or squadron and rightclicking on hex in range. Assaults are accomplished by moving onto an adjacentenemy position.

A nice tutorial scenario is available and two manuals areavailable in PDF from the on-screen menu. Required reading to fully understandthe game is the 64-page designer notes which include detailed descriptions ofall scenarios with daily weather date from December to February. Studying thisdocument will save players many ?What the?? moments.

Bump and Grind

The usual image of the Soviet winter counterattack is wavesof well-clothed, climate-hardened, fresh Siberian troops swarming overill-supplied, cold Germans. While partially true, the reality didn?t favor theRussians completely. Yes, the newly-arrived troops were better prepared forwinter war and the Germans were freezing at the end of their supply tether.Yet, these German troops were the cream of the force molded since 1935 into amodern army and were the conquerors of Western and Southern Europe. They werein a difficult position but still knew how to fight. Conversely, Russianorganization and coordination was still suffering from the effects of Stalin?spurge of the Red Army?s officer corps. Soviet supply, transport and trainingwere still inadequate. The result of these conditions is a slow, sluggingmatch.

Forty-two of the 57 scenarios deals with the winteroffensive while fifteen come from the hypothetical summer campaign. Sizes ofthe campaigns are nicely spread out from the eight-turn tutorial to the 578turns of the Grand Campaign with fairly moderate ones in between. Anothergamer-friendly touch is having both head-to-head and solo versions of mostscenarios. Included in this mix are thefirst massive Soviet airdrops.

The designers went to great lengths tomake unit strength and abilities accurate. Starting with the paper strength,actual reports were used to bring Soviet brigades, regiments and battalionsdown to their actual strengths at the start of the battle. The continued badtraining give the Russians low morale values, although ski troops get a combatbonus. German units were reconstructed in the same way but with variations forcombining understrength units with the corresponding mixture of weapons. German training, experience and field-gradecommand allow high morale values offset by low strength numbers. The depth ofthe German order of battle is proven by the inclusion of German laborbattalions putting up last ditch stands.

Game play in winter battles is dictated by weatherconditions. Incredibly cold temperatures, blizzards, and deep snow madeoff-road movement very difficult. Infantry moves across the one kilometer hexesone hex per turn. Motorized, ski and cavalry units move faster but only in travelmode. Since units should be taken out of this mode when contact is made, thenumber of movement points used to switch modes limit the distance covered. Nogreat blitzkrieg sweeps will happen here. Instead, units fight at closequarters to grab the rudimentary road networks. The attacking Russians mustcreep toward dug-in German defenders. Attackers are mowed down ala World War I.However, Russia?s ?God of War?, artillery, pound key German positions intodisruption. Follow-up mass assaults from multiple hexes create a hole in thethin defensive line when the disrupted units retreat or rout with lowammunition and high fatigue, morale being reduced to low levels. Russian skitroops and cavalry delve into rear areas and grab victory hexes while infantryrolls up the rest of the line. Soviet players must grab objectives as they willsuffer too many casualties to win on the kill/loss ratio. The German, on theother hand, must ?know when to hold ?em and know when to fold ?em?. GivenRussian numerical superiority, the German must conduct an orderly retreat toprotect high value objectives. This methodical rhythm allows the AI to exceland give players a real challenge. The summer scenarios may move faster but theRussian minefield belt makes initial breakthrough tough.

Hot seat and PBEM options guarantee many replayopportunities. As more sources emerge from Russian archives, the scenarioeditor allows players to make and test new battles.

Players who like fast moving games may dismiss Moscow ?42 but students of the Russianfront will appreciate its importance as a research tool in that decisivetheater of World War II. The fact that they?ll enjoy playing it is value-added.

About the Author
Jim Cobb has been playing board wargames since 1961 andcomputer wargames since 1982. He has been writing incessantly since 1993 tokeep his mind off the drivel he dealt with as a bureaucrat. He has published inWargamers Monthly, Computer Gaming World, Computer Games Magazine, ComputerGames Online, CombatSim, Armchair General, Subsim, Grogheads, StrategyzoneOnline and Gamesquad

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