Counter Strike 1.6 – HD
It’s modified version of Counter Strike 1.6 (CS 1.6) game, it’s version 48 of CS 1.6 game released few year’s ago and counted a huge amount of this game version fan’s. This game version have a lot of fan’s (players who play CS 1.6 with version 48 build of CS game), because in this version of the game you will find fixed a lot of game bug’s, updated graphics (player’s and gun’s model’s), updated sound’s, details of the map’s and much more. With CS 1.6 V48 you can join any CS 1.6 game server (Protocol 47, protocol 48 and double protocol – 47+48), this version of the game have only one bad thing – With this version of the game you will not be able to join STEAMED CS 1.6 game server if you will use NON-STEAM game version, but this thing you will find not only in version 48 of CS 1.6 game, all non steam game version’s have that problem.
Wargames were played remotely through the mail, with players sending lists of moves, or orders, to each other through the mail.
In some early PBM systems, six sided dice rolling was simulated by designating a specific stock and a future date and once that date passed, the players would determine an actions outcome using the sales in hundreds value for specific stocks on a specific date and then dividing the NYSE published sales in hundreds by six, using the remainder as the dice result.
Nuclear Destruction, by the Flying Buffalo, was an early PBM game in 1970. Origins Award Hall-of-Fame member Middle-Earth Play-By-Mail is still active today.
Reality Simulations, Inc. still runs a number of PBM games, such as Duel2 (formerly known as Duelmasters), Hyborian War, and Forgotten Realms: War of the Avatars
Since e-mail is faster than the standard postal service, the rise of the Internet saw a shift of people playing board wargames from play-by-mail (PBM) to play-by-email (PBEM) or play-by-web (PBW). The mechanics were the same, merely the medium was faster.
Since e-mail is faster than the standard postal service, the rise of the Internet saw a shift of people playing board wargames from play-by-mail (PBM) to play-by-email (PBEM) or play-by-web (PBW). The mechanics were the same, merely the medium was faster.
At this time, turn-based strategy computer games still had a decent amount of popularity, and many started explicitly supporting the sending of saved-game files through email (instead of needing to find the file to send to the opponent by hand). As with all types of video games, the rise in home networking solutions and Internet access has also meant that networked games are now common and easy to set up.
While wargaming is a genre itself, it can be categorized into a number of subgenres. The most obvious division is by the categories given above. i.e., miniatures, board, computer, etc. This is so obvious, in fact, that most people verbally (and mentally) skip over it. A person might discuss (depending on context) ‘board games’ or ‘wargames’ and assume the other element without feeling any need to state ‘board wargames’.
While wargaming is a genre itself, it can be categorized into a number of subgenres. The most obvious division is by the categories given above. i.e., miniatures, board, computer, etc. This is so obvious, in fact, that most people verbally (and mentally) skip over it. A person might discuss (depending on context) ‘board games’ or ‘wargames’ and assume the other element without feeling any need to state ‘board wargames’.
Beyond this, there are a few other characteristics that are used to define wargames. Another element that tends to be assumed is the environment, or type of warfare (land, naval, air) depicted, at least if the subject matter is land warfare (a game on naval or air warfare will specify such if not immediately obvious). The most common genres that categories are explicitly based on is the period or era of the game, and then the scale of the game. Naturally, games concerned with a particular combination of period, scale and environment tend to emphasize similar features.
The bulk of wargames concentrate on land warfare, the oldest of all types of warfare, and generally the easiest to simulate. Naval warfare and naval wargames are also popular, and go all the way back to the beginnings of the hobby. Aerial warfare is relatively recent, and wargames on the subject are usually tactical games simulating dogfights, there are relatively few dealing with just the air war of a larger conflict. Dealing with multiple elements complicates the model of the simulation side of a wargame, so games with a true combined arms approach tend to be strategic in nature, where all aspects are abstracted to a greater degree. While there are some near-future possibilities for space warfare, there are very few ‘serious’ games on the subject, and wargames set in space are almost purely in the genre of science fiction.
The bulk of wargames concentrate on land warfare, the oldest of all types of warfare, and generally the easiest to simulate. Naval warfare and naval wargames are also popular, and go all the way back to the beginnings of the hobby. Aerial warfare is relatively recent, and wargames on the subject are usually tactical games simulating dogfights, there are relatively few dealing with just the air war of a larger conflict. Dealing with multiple elements complicates the model of the simulation side of a wargame, so games with a true combined arms approach tend to be strategic in nature, where all aspects are abstracted to a greater degree. While there are some near-future possibilities for space warfare, there are very few ‘serious’ games on the subject, and wargames set in space are almost purely in the genre of science fiction.
As wargames are generally historical, games are generally grouped into periods. These divisions mirror the scholarly divisions of history to some extent, but as certain subjects are very popular, certain wars are a category all by themselves. World War II, the American Civil War, and the Napoleonic Wars are the most popular historical categories, with other subjects generally being broken down as Ancients, Middle Ages, Early Gunpowder, Horse and Musket, and Modern. Note that much of history from 1800-1950 is often not reflected well in general parlance as they are overshadowed by the ‘big three’, games on other subjects in this era are often referred to by the actual war they deal with. Unsurprisingly the various periods and wars, especially the better known ones, are usually referred to as initials or acronyms. Thus 18th century is usually broken down into sub periods such as ‘WSS’ (War of Spanish Succession), ‘WAS’ (War of Austrian Succession), ‘SYW’ (Seven Years’ War) and ‘AWI’ (American War of Independence). Some rules will take a broad brush approach, and cover a large period of time, such as ‘Black Powder’ which advertises as covering both 18th and 19th centuries, and have period specific sub-rules. Others concentrate purely on one war, such as ‘Beneath the Lily Banners’ (or BLB as it is often called) concentrates purely of the War of Spanish Succession.
Early ‘modern’ wargaming, as popularised by Grant and Featherstone, usually broke down the history into “Ancients”, usually Biblical and Classical eras, “Horse and Musket”, covering the 18th and 19th centuries, and “Modern”, World War II onwards.
In the early days, wargames were either historical, or somewhat abstract. Tactics II, the first general commercial board wargame, featured a fictional landscape with two made up countries but whose armies had capabilities based on contemporary conventional forces. Analogous to those, are the ‘contemporary’ games, ones that simulate current forces and postulate what an actual war involving them would be like. These were popular during the Cold War, but have faded with the fall of the Soviet Union. During the 1970s, fantasy and science fiction made themselves felt as genres that could work inside of wargames. These tend to be more varied, as different assumptions can lead to vastly different types of warfare, but there has been no real concern with subdividing the genres more closely.
Finally, wargames do not necessarily have to involve traditional concepts of warfare and battles and games can enact typical film genres such as gang battles, crime and law enforcement. Similarly martial arts or even non-combat situations and adventures can be gamed where there are other objectives that require strategy combined with the elements of chance (dice/cards etc.) to be achieved.
Grand strategy – military strategy at the level of movement and use of an entire state or empire’s resources, with the focus being on a war (or series of wars) usually over a long period of time. Individual units, even armies, may not be represented; instead, attention is given to theaters of operation. All of the resources of the nations involved may be mobilized as part of a long-term struggle. This simulation almost always involves political, economic, and military conflict. At the most extreme end of this is the branch of strategy games in which the player assumes the role of an entire nation-state’s government where not conducting war is a possibility. Axis and Allies, Risk, and Empires in Arms are examples of this type of wargame.
Strategic – military units are typically division, corps, or army-sized, rated by raw strength. At this scale, economic production and diplomacy are significant. This subgenre will often make use of all branches with the whole force of the engaging nations, covering entire wars or long campaigns.
Operational – common units are battalion to divisional size, carrying a value based on their overall strengths and weaknesses. Weather and logistics are significant factors, although a single army is the largest player-controlled element in most cases. Other branches of military force are more or less abstracted, having a mere campaign generally span the session of play.
Tactical – units range from individual vehicles and squads to platoons or companies, and are measured by the types and ranges of individual weaponry. A solitary force, others occasionally intervening, will usually cover the single battle or part of a large battle to be simulated. Examples of this kind of game are Memoir ’44, and Dust Warfare.
Skirmish – represented by individual soldiers, units may have tracked wounding and ammunition count. A game is composed of a small firefight, introducing the “man-to-man” scale; the first of this type in the modern era of board wargames include Patrol and Sniper!. Early role-playing games were derived from skirmish wargames, and many are still played as such.
Strategic – military units are typically division, corps, or army-sized, rated by raw strength. At this scale, economic production and diplomacy are significant. This subgenre will often make use of all branches with the whole force of the engaging nations, covering entire wars or long campaigns.
Operational – common units are battalion to divisional size, carrying a value based on their overall strengths and weaknesses. Weather and logistics are significant factors, although a single army is the largest player-controlled element in most cases. Other branches of military force are more or less abstracted, having a mere campaign generally span the session of play.
Tactical – units range from individual vehicles and squads to platoons or companies, and are measured by the types and ranges of individual weaponry. A solitary force, others occasionally intervening, will usually cover the single battle or part of a large battle to be simulated. Examples of this kind of game are Memoir ’44, and Dust Warfare.
Skirmish – represented by individual soldiers, units may have tracked wounding and ammunition count. A game is composed of a small firefight, introducing the “man-to-man” scale; the first of this type in the modern era of board wargames include Patrol and Sniper!. Early role-playing games were derived from skirmish wargames, and many are still played as such.
The Boston Tea Party in 1773 was a direct action by activists in the town of Boston to protest against the new tax on tea. Parliament quickly responded the next year with the Coercive Acts, stripping Massachusetts of its historic right of self-government and putting it under army rule, which sparked outrage and resistance in all thirteen colonies. Patriot leaders from all 13 colonies convened the First Continental Congress to coordinate their resistance to the Coercive Acts. The Congress called for a boycott of British trade, published a list of rights and grievances, and petitioned the king for redress of those grievances.[49] The appeal to the Crown had no effect, and so the Second Continental Congress was convened in 1775 to organize the defense of the colonies against the British Army.
Ordinary folk became insurgents against the British even though they were unfamiliar with the ideological rationales being offered. They held very strongly a sense of “rights” that they felt the British were deliberately violating – rights that stressed local autonomy, fair dealing, and government by consent. They were highly sensitive to the issue of tyranny, which they saw manifested in the arrival in Boston of the British Army to punish the Bostonians. This heightened their sense of violated rights, leading to rage and demands for revenge. They had faith that God was on their side.[50]
Counter Strike 1.6 – HD
Reviewed by fleonitib
on
July 10, 2017
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