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Equipment Military

Posted by admin On October - 24 - 2008

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Equipment Military
Equipment Military
Could you describe the military equipment and troops given to Rommel at Africa?


in terms of quality and quantity?

German troops were always 'good' even when they were 'colonial' forces sent out on the preiphery. The Africa Corp was well disciplined & brave and more so by the comradery they felt for 'their' General. In terms of equipment Rommel had too few of everything but what he had was impressive. First up the 88mm Gun an excellent weapon, one of my favorite pieces of artilery,

http://history.sandiego.edu/GEN/st/~cshimp/88.htm

""The German 8.8 cm (or 88mm) flak gun was originally produced in the mid 1930's as a heavy anti-aircraft gun. As is often the case in wartime, neccesity is the mother of invention. When, during the German offensive into France in 1940, and particularly so in the fighting in North Africa, Germany found its anti tank guns and tanks incapable of destroying the heavier British and French tanks, German soldiers reverted to the heaviest weapon they had, the "88." Adapted from an American gun carriage from post WW I, the 88 could depress to fire at ground targets as well as elevate to 90 degrees to engage aircraft. The gunners could traverse the gun rapidly, and with practice could put the gun in and out of action in a matter of minutes. The major drawback to the gun was that it was towed by trucks or halftracks, but with training that deficiency in mobility could be overcome.
As a testament to the effectiveness of the 88, Germany produced a whole line of tanks and tank destroyers specifically designed to mount this powerful cannon. The most famous is certainly the Tiger tank. ""

As for tanks the most numerous were adequat but unspectacular workhorses

http://history.sandiego.edu/GEN/st/~cshimp/pzii.htm

""The second generation on German tank was the Panzer II, also introduced in the mid-1930's. Early production was limited as improvements were continually being added. The origional tank mounted a 20mm cannon, purely innefective by 1939 and 1940. Because of a shortage of production of the heavier Pz III and Pz IV, the Pz II was used in frontline units well into 1942, even 1943. With improved suspension and chassis and armor, it was very reliable and continued to be employed as a scout vehicle in armored reconniassance units throughout the war. ""

http://history.sandiego.edu/GEN/st/~cshimp/pziii.htm

"""The Panzer III was the first German tank to be designed as a medium combat tank. Early Pz III tanks, with their 37mm gun, were lacking in both armor and firepower when compared to the French and British tanks encountered in 1940. More significantly, they were far outclassed by the T-34 first employed by the Soviets in early 1941.
The Pz III was armed initially with a 37mm main gun. This was not powerful enough to engage the French Char B or British Matilda tanks, for example. Further, the 30 mm (maximum) armor protection was insufficient.
The Pz III was later up-gunned to a 50mm gun, but this was still insufficient particularly after 1941 when German armored forces encountered the T-34 in increasing numbers.
One great advantage the Pz III had was its very reliable and sturdy chassis. From this chassis were produced more than 10,000 of the most successful German armored vehicles, including the StuG III assault gun, a submersible tank, and others.
Despite the weakness of the cannon and thin armor, German commanders were able to successfully employ this tank. One notable example was Erwin Rommel, who fought against the British in North Africa. ""

Less numerous but by far the best tank that Rommel had was the Panzer IV ----

http://history.sandiego.edu/GEN/st/~cshimp/pziv.htm

""The Panzer IV , introduced just before the invasion of France, proved a strong, reliable tank. Early versions were fitted with a short barreled 75mm cannon, which was ideal for infantry support. German armored commanders realized, however, that it would not do in tank-to-tank engagements. German strategy was based on the swift armored thrust.
Since the Panzer IV posessed the strongest chassis and largest turret of all thier tanks, it was developed further with increased armor and fitted with the new 75mm cannon. This high-velocity cannon proved extremely powerful, and was effective against nearly all Allied tanks, including the hated Russian T-34 and KV-1 tanks, until the end of the war. The new Panzer IV G and F2 proved to be extremely effective, powerful weapons. The Pz IV was the only German tank produced continuously throughout the entire war. """

This site gives you more details on the Panzer IV

http://www.achtungpanzer.com/pz3.htm

This shows how miniscule the amounts of equipment were...

http://www.achtungpanzer.com/stug.htm

""Three Ausf D vehicles were send to North Africa and saw service with Sonderverband z.b.V 288 - special deployment unit. ""

Here are some stats of numbers of troops Rommel had for El Alamein
"""German - Italian Forces Available
Before the Battle
Number Type
108,000 Total
Including 53,000 German Troops
600 Tanks
345 Aircraft
24 88mm Guns ""

That is all the strength I can muster at this hour..

Peace......................



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Roman Military Equipment


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Aiming for a better understanding of the Roman army and its place in Roman culture and society, the authors present a study of their military equipment from a historical perspective. The study, limited to second century BC to the beginning of the fifth century AD, excludes dona militaria, siege engines, draught harness and wagon fittings and most personal decorations, but includes standards and musical instruments. Representational, archaeological, and documentary evidence is addressed, followed by discussions of equipment in various periods, production and technology, and the study of military equipment. The text has been revised extensively for this edition, reflecting new finds, publications, and research, such as that on the Republican period and Roman helmets, among other revisions. Bishop is a writer, publisher, and archaeologist specializing in the study of military equipment. Coulston is a lecturer in Classics at the U. of St. Andrews. Distributed in the US by the David Brown Book Company. Annotation )2006 Book News, Inc., Portland, OR (booknews.com)

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This article lists military technology items, devices and methods. The classification of weapons of war is one of the research issues of military science. Author: Miller, Frederic P./ Vandome, Agnes F./ McBrewster, John Binding Type: Paperback Number of Pages: 112 Publication Date: 2010/07/27 Language: English Dimensions: 5.98 x 9.01 x 0.26 inches

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This authoritative book reviews the highly important area of military clothing, armor and associated equipment for the development of soldier systems. Discussions focus on textiles, although other materials, including polymers, are also included. The first part of the book explores aspects of materials science affecting military clothing and equipment. Chapters include armor design and customization of a lightweight ballistic vest. Further topics cover high performance ballistic fibers from nanotechnology, the Australian soldier modernization program and the design of load carriage systems for soldiers. The clear structure and up-to-date review will provide a valuable resource to manufacturers, designers, producers of military clothing and equipment, as well as the defence industry itself.

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New Polish military equipment and prototypes. Part I

Why in the World do we "USA gov." keep selling our Arms and military equipment to foreign governments?


We sell our sophisticated jets and military to other Countries, and end up having to fight them , with them using our own Arms against us!

Can you name one country we have fought that has used weapons we sold them against us?

There are several good reasons for us to sell military hardware to our allies:

Selling the equipment gives them a more capable military which means that a potential enemy is less likely to attack them. (We can avoid potential wars this way.)

Selling to foreign countries reduces the price we have to pay for the same hardware. (Economies of scale.)

We can use a potential sale of military hardware as a diplomatic incentive. (Improve your human-rights issues and we will sell you our planes.)

If we sold them the equipment then we control the supply of spare parts. Thus we have some say as to how that equipment is used. (For example if a nation wants to use an aircraft we sold them to do something we disapprove of, all we have to do is ban the sale of parts - and the aircraft will not be able to fly.)

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One Response to “Equipment Military”

  1. Ceaser57 says:

    31.06 – 0000126: [General] Stock screen crash when “glob” is viewed (Toady One) – resolved. – 0001579: [Dwarf Mode -- Buildings, Machines] Obsidian has two melting points, ambigious magma-safeness (Toady One) – resolved. – 0002084: [Technical -- General] ESC on keybindings sub-screen leaves keybinding without saving changes to disk (Baughn) – resolved. – 0002167: [Technical -- General] Hard lockup on window resize (Baughn) – resolved. – 0002155: [Legends Mode -- Map Export] Exporting map/image from world generation/legends results in crash (Baughn) – resolved. – 0002072: [Dwarf Mode -- Interface, General] Hitting two keys in quick succession can result in wrong menu being opened (Baughn) – resolved. – 0000501: [Dwarf Mode -- Military] Military dwarfs drop equipment because traders have better (Toady One) – resolved. – 0000433: [Dwarf Mode -- Trade] Elves bring massive caravan and cause game crash (Toady One) – resolved. – 0001137: [Pathfinding] 0000070, negative distance to building materials, still occurs on 0.31.03 (Toady One) – resolved. – 0000702: [Dwarf Mode -- Military] Military dwarf is assigned wrong size (“large”) armor (Toady One) – resolved. – 0000074: [Dwarf Mode -- Jobs, Activity Zones] Zones not getting cleaned up after removal (persist after save/load too) (Toady One) – resolved. – 0000325: [Dwarf Mode -- Trade] Elves bring hundreds/thousands of items when trading, due to warthogs lacking TRADE_CAPACITY tag (Toady One) – resolved. – 0000807: [Technical -- General] Fullscreen doesn’t work with non-graphic tilesets, switch mode failed (0.31.02) (Toady One) – resolved. – 0000516: [Creatures] Hydra body has NECK in addition to 7HEADNECKS, giving them two necks per head (Toady One) – resolved. – 0002082: [Title Screen] Dwarf Fortress Application Has Default Icon (Toady One) – resolved. – 0001526: [Dwarf Mode -- Military] Arsenal dwarf assigning caravan guard armor to soldiers (Toady One) – resolved. – 0000744: [Dwarf Mode -- Combat] Wolf bite unable to penetrate silk clothing, due to teeth being only as hard as skin (Toady One) – resolved. – 0000774: [Dwarf Mode -- Jobs, Military] if a new weapon of a type used by a training squad is crafted, all sqaud members drop thier weapons (Toady One) – resolved. – 0000945: [Dwarf Mode -- Environment] Temperature Settings in world gen behaving strangely (Toady One) – resolved. – 0001186: [Dwarf Mode -- Jobs, Building Construction and Destruction] Negative distance to building materials (Toady One) – resolved. – 0001195: [Dwarf Mode -- Trade] Merchants don’t have time to trade (Toady One) – resolved. – 0001248: [Typos/Grammar] Fiery is misspelled “firey” in language files (Toady One) – resolved. – 0001289: [Dwarf Mode -- Military] Dwarves given their choice of weapons will choose ones too big to use (Toady One) – resolved. – 0001290: [Dwarf Mode -- Items] Soldiers trying to wear equipment already being worn by invading goblins (Toady One) – resolved. – 0001315: [Creatures] Duplicated tags in careature_standard (Toady One) – resolved. – 0001413: [Dwarf Mode -- Moods] Post – Artifact Ex Soldier Dwarf Does Nothing (Toady One) – resolved. – 0001450: [Dwarf Mode -- Jobs, Designations] Dwarves will not harvest bushes or cut trees after a period of time. (Toady One) – resolved. – 0001652: [Dwarf Mode -- Jobs, Activity Zones] Setting an animal to a pit then deleting the zone did not remove the job (Toady One) – resolved. – 0001705: [Dwarf Mode -- Trade] Elven merchants came, will not leave. (Toady One) – resolved. – 0001731: [Dwarf Mode -- Moods] Military dwarf successfully completes mood; won’t perform civilian tasks when unassigned from military (Toady One) – resolved. – 0001828: [General] Crash when doctor cleans patient with almost-depleted bar of soap (size goes negative?) (Toady One) – resolved. – 0001930: [Dwarf Mode -- Interface, Farm Plots] Selected crop doesn’t auto-adjust when changing season, resulting in crash (Toady One) – resolved. – 0002035: [Creatures] Worm has duplicate [NATURAL] tag. (Toady One) – resolved. – 0002037: [Creatures] Donkey creature file has duplicate [CHILD:1] tags (Toady One) – resolved. – 0002038: [Creatures] Monarch Butterfly creature file has duplicate tags (Toady One) – resolved. – 0002040: [Creatures] Some ocean creatures have duplicate [NO_SLEEP] tags (Toady One) – resolved.” 31.07 – 0000008: [Dwarf Mode -- Jobs, General] Dwarves voluntarily work until hungry/thirsty/starving/dehydrated, get bad thoughts, can even die (and make low-quality stuff) (Toady One) – resolved. – 0000318: [Dwarf Mode -- Jobs, Healthcare] Surgery job never completes (Toady One) – resolved. – 0000667: [Items] Creature gets attached to item, keeps bestowing new names upon it (Toady One) – resolved. – 0000086: [Dwarf Mode -- Stockpiles] “Take from stockpile” doesn’t work, results in dwarves standing around looking confused (Toady One) – resolved. – 0000112: [Dwarf Mode -- Interface, Manager] Ordering a traction bench to be made through the manager doesn’t show material types (Toady One) – resolved. – 0000020: [Dwarf Mode -- Interface, Embark] Can’t use Esc to return to main menu from “Choose Fortress Location” and preparing for embark. (Toady One) – resolved. – 0000351: [Dwarf Mode -- Jobs, Healthcare] Injured dwarf dies of thirst despite many idle healthcare workers and available water/buckets/etc (Toady One) – resolved. – 0000536: [Dwarf Mode -- Jobs, Military] Crash after unpausing – militia commander’s squad info doesn’t point back at squad (Toady One) – resolved. – 0002298: [Dwarf Mode -- Interface, Military Screen] crash after trying to access squad members from a non assigne squad (Toady One) – resolved. – 0000319: [Dwarf Mode -- Military] Militia commander/captain positions are assignable on the nobles screen, but silently change back (Toady One) – resolved. – 0001296: [Dwarf Mode -- Nobles] Expedition leader assigned as the militia commander mysteriously unappoints himself (Toady One) – resolved. – 0002215: [Dwarf Mode -- Thoughts and Preferences] Viewing a dwarf’s Thoughts and Preferences causes a crash when viewed with the window maximized (Toady One) – resolved. – 0002329: [Technical -- General] display corruption with PRINT_MODE:TEXT when attempting display of epsilon character (Baughn) – resolved. – 0000378: [Dwarf Mode -- Interface, Military Screen] Crash when selecting specific squad in military screen (daggers) (Toady One) – resolved. – 0000275: [Dwarf Mode -- Jobs, Items] After queuing silk item at clothier’s shop, “Make unknown material Crafts” at craftsdwarf’s workshop (Toady One) – resolved. – 0000759: [Dwarf Mode -- Interface, Announcements] Invader announce weapon affinity (Toady One) – resolved. – 0001476: [Items] sneaking invaders grow attached to their weapons (Toady One) – resolved. – 0000394: [Dwarf Mode -- Jobs, Equipment] Military dwarf stuck in Pickup Equipment loop (Toady One) – resolved. – 0000138: [Dwarf Mode -- Jobs, Items] Liquid prepared meals melt, kitchen gets cluttered with booze (Toady One) – resolved. – 0000240: [Dwarf Mode -- Interface, Kitchen] Booze/drinks show up twice in kitchen screen (Toady One) – resolved. – 0002271: [Dwarf Mode -- Artifacts] Screen can be resized to 200+ tiles wide, causing crashes on some menus (Baughn) – resolved. – 0000831: [Dwarf Mode -- Interface, Manager] Kidnap shows up as a job in the job manager window (Toady One) – resolved. – 0000393: [Dwarf Mode -- Jobs, General] OVERWROTE JOB: Kidnap BY Clean Self (Toady One) – resolved. – 0001012: [Dwarf Mode -- Jobs, Childcare] kidnap by clean self (Toady One) – resolved. – 0000973: [Dwarf Mode -- Interface, Announcements] OVERWROTE JOB: Pickup Equipment BY Rest (Toady One) – resolved. – 0001257: [Dwarf Mode -- Idle Behavior] Dwarves try to ‘complete’ Attend Party and refuse to eat, drink, or sleep (Toady One) – resolved. – 0001244: [Dwarf Mode -- Transport/Hauling] Place In Traction is not working (Toady One) – resolved. – 0001319: [Pathfinding] Pathfinding problems after lowest cavern layer is breached (Toady One) – resolved.” 31.08 – 0002157: [Dwarf Mode -- Interface, General] *PAUSED* indicator does not always disappear when game is running, and other display artifacts (Baughn) – resolved. – 0002378: [Dwarf Mode -- Items] Crash on viewing anything using K then enter (Toady One) – resolved. – 0002379: [Typos/Grammar] Changelog in “file changes.txt” lists the changes for 31.07 under a second “auxiliary file changes for 0.31.06″ (Toady One) – resolved. – 0002380: [Dwarf Mode -- Embark/Setup] Escape to options menu overrides escaping out of embark warning (Toady One) – resolved.

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