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https://w.atwiki.jp/hennethannun/pages/18.html
The Army of the West was the small army of men of Gondor and Rohan, led by Aragorn,Gandalf, Imrahil, and Eomer, which during the War of the Ring marched on the Morannon to divert Saurons attention from Frodo. The Army was on the brink on annihilation by Sauron s forces when the Ring was destroyed and Sauron s power broken. The Army then won a great victory over the Haradrim and Easterlings allied with Sauron, as well as over the now-leaderless Orcs and trolls. Pippin, Legolas, Gimli, Veregond, Elladan, and Elrohir also marced withe the Army. the Army was also the Host of the West. 西方軍とは、指輪戦争のさい、アラゴルン、ガンダルフ、イムラヒルそしてエオメルに率いられ、サウロンの注意をフロドから反らす目的でモランノンに進軍した、ごく少数のゴンドールとローハンの人の子の軍隊を言う。サウロンの軍勢によって全滅の危機に瀕しながらも、指輪の破壊すなわちサウロンのチカラの打破まで持ちこたえたのである。そののち、かれらはサウロンに組みしていたハラドリムと東夷の族、指揮者を失ったオークとトロルの群に大勝した。 ピピンとレゴラス、ギムリ、ベレゴンド、エルラダン、エルロヒアも行軍に同行した。 the Host of the West とも呼ばれる。
https://w.atwiki.jp/pathofexile12/pages/292.html
詳説・特徴 ジェムレベルによる変化 入手方法 エンチャント 関連リンク Flesh and Stone Spell,Aura,AoEマナリザーブ 25%クールダウン 2.0秒 スタンスに応じて、あなたと近くの敵に異なる影響を与えるオーラを詠唱する。 このスキルを再度使用すると、Blood StanceとSand Stanceが交互に変更される。 クオリティ1%あたり0.5% increased Cooldown Recovery Speed日本語訳求む Nearby Enemies are Blinded while in Sand Stance日本語訳求む You take (9-11)% less Damage from Attacks from Enemies that aren t nearby while in Sand Stance日本語訳求む Nearby Enemies are Maimed while in Blood Stance日本語訳求む Enemies Maimed by this Skill take (13-16)% increased Physical DamagePhysicalダメージがEnemies Maimed by this Skill take (13-16)%増加 (0-50)% increased Cooldown Recovery Speed日本語訳求む 詳説・特徴 ジェムレベルによる変化 +... レベル attack_damage_taken_+%_final_from_enemies_unaffected_by_sand_armour base_cooldown_speed_+% support_maimed_enemies_physical_damage_taken_+% 1 16 26 18 -9% 13% 2 20 31 22 -9% 2% 13% 3 24 37 25 -9% 5% 13% 4 28 42 29 -9% 7% 13% 5 31 46 32 -9% 10% 13% 6 34 50 35 -9% 13% 13% 7 37 54 37 -9% 15% 14% 8 40 58 40 -10% 18% 14% 9 43 62 43 -10% 21% 14% 10 46 66 46 -10% 23% 14% 11 49 70 48 -10% 26% 14% 12 52 74 51 -10% 29% 14% 13 55 78 54 -10% 31% 15% 14 58 82 57 -10% 34% 15% 15 60 84 59 -11% 37% 15% 16 62 87 60 -11% 39% 15% 17 64 90 62 -11% 42% 15% 18 66 92 64 -11% 45% 15% 19 68 95 66 -11% 47% 16% 20 70 98 68 -11% 50% 16% 21 72 100 70 -11% 53% 16% 22 74 100 70 -12% 56% 16% 23 76 100 70 -12% 59% 16% 24 78 100 70 -12% 62% 16% 25 80 100 70 -12% 65% 17% 26 82 100 70 -12% 68% 17% 27 84 100 70 -12% 71% 17% 28 86 100 70 -12% 74% 17% 29 88 100 70 -13% 77% 17% 30 90 100 70 -13% 80% 17% 31 91 100 70 -13% 82% 18% 32 92 100 70 -13% 84% 18% 33 93 100 70 -13% 86% 18% 34 94 100 70 -13% 88% 18% 35 95 100 70 -13% 90% 18% 36 96 100 70 -13% 92% 18% 37 97 100 70 -13% 94% 18% 38 98 100 70 -13% 96% 18% 39 99 100 70 -13% 98% 18% 40 100 100 70 -13% 100% 18%
https://w.atwiki.jp/quattro_vageena/pages/118.html
NES (FC, NES)へ戻る J-League Fighting Soccer - The King of Ace Strikers (J) [!] J-League Fighting Soccer - The King of Ace Strikers (J) [o1] J-League Winning Goal (J) [!] Jack Ass (SMB1 Hack) [b1][o1] Jack Ass (SMB1 Hack) [b1] Jack Ass (SMB1 Hack) [o1] Jack Ass (SMB1 Hack) Jack Nicklaus Greatest 18 Holes of Major Championship Golf (E) Jack Nicklaus Greatest 18 Holes of Major Championship Golf (U) [!] Jack Nicklaus Greatest 18 Holes of Major Championship Golf (U) [b1][o1] Jack Nicklaus Greatest 18 Holes of Major Championship Golf (U) [b1][o2] Jack Nicklaus Greatest 18 Holes of Major Championship Golf (U) [b1] Jack Nicklaus Greatest 18 Holes of Major Championship Golf (U) [b2] Jack Nicklaus Greatest 18 Holes of Major Championship Golf (U) [o1] Jack Nicklaus Greatest 18 Holes of Major Championship Golf (U) [o2] Jack Nicklaus Greatest 18 Holes of Major Championship Golf (U) [o3] Jack Nicklaus Greatest 18 Holes of Major Championship Golf (U) [o4] Jackal (KC) Jackal (U) [!] Jackal (U) [b1] Jackal (U) [b2] Jackal (U) [o1] Jackal (U) [o2] Jackal (U) [T+Fre2.0_ks151] Jackal (U) [T+Por100%_BRGames] Jackal (U) [t1] Jackie Chan (J) [b1] Jackie Chan (J) [b2] Jackie Chan (J) [b3] Jackie Chan (J) [hFFE][b1] Jackie Chan (J) [hFFE][b2] Jackie Chan (J) [hFFE][b3] Jackie Chan (J) [o1][T+Chi] Jackie Chan (J) [o1] Jackie Chan (J) [T+Chi][a1] Jackie Chan (J) [T+Chi][a2] Jackie Chan (J) [T+Chi][a3] Jackie Chan (J) [T+Chi][a4] Jackie Chan (J) [T+Chi] Jackie Chan (J) Jackie Chan s Action Kung Fu (E) [!] Jackie Chan s Action Kung Fu (U) [!p] Jackie Chan s Action Kung Fu (U) [b1] Jackie Chan s Action Kung Fu (U) [b2] Jackie Chan s Action Kung Fu (U) [o1] Jaco Pastorius Demo by TFG (PD) Jail Bait (Pac-Man Hack) [o1] Jail Bait (Pac-Man Hack) Jajamaru Gekimaden - Maboroshi no Kinmajou (J) [hFFE] Jajamaru Gekimaden - Maboroshi no Kinmajou (J) [o1] Jajamaru Gekimaden - Maboroshi no Kinmajou (J) [T+Eng0.1_Ethereal_Productions] Jajamaru Gekimaden - Maboroshi no Kinmajou (J) Jajamaru Ninpou Chou (J) [!] Jajamaru Ninpou Chou (J) [a1][o1] Jajamaru Ninpou Chou (J) [a1] Jajamaru Ninpou Chou (J) [hM04][b1] Jajamaru Ninpou Chou (J) [hM04] Jajamaru no Daibouken (J) [b1] Jajamaru no Daibouken (J) [hM03] Jajamaru no Daibouken (J) [o1] Jajamaru no Daibouken (J) James Bond Jr (E) [!p] James Bond Jr (U) [!] James Bond Jr (U) [b1] James Bond Jr (U) [o1] Jangou (J) [!] Jangou (J) [o1] Jarinko Chie - Bakudan Musume no Shiawase Sagashi (J) [!] Jarinko Chie - Bakudan Musume no Shiawase Sagashi (J) [hFFE][b1] Jarinko Chie - Bakudan Musume no Shiawase Sagashi (J) [hM04] Jarinko Chie - Bakudan Musume no Shiawase Sagashi (J) [o1] Jaws (U) [!] Jaws (U) [f1][b1] Jaws (U) [f1] Jaws (U) [o1] Jedi Mario Bros (SMB1 Hack) [o1] Jedi Mario Bros (SMB1 Hack) Jeopardy! (U) (PRG0) [!p] Jeopardy! (U) (PRG0) [b1] Jeopardy! (U) (PRG0) [o1] Jeopardy! (U) (PRG0) [o2] Jeopardy! (U) (PRG0) [o3] Jeopardy! (U) (PRG1) [!] Jeopardy! 25th Anniversary Edition (U) [!] Jeopardy! 25th Anniversary Edition (U) [o1] Jeopardy! Junior Edition (U) [!] Jeopardy! Junior Edition (U) [o1] Jesus - Kyoufu no Bio Monster (J) [!] Jesus - Kyoufu no Bio Monster (J) [hM02][b1] Jesus - Kyoufu no Bio Monster (J) [o1] Jesus - Kyoufu no Bio Monster (J) [p1][b1] Jesus - Kyoufu no Bio Monster (J) [p1][b2] Jesus - Kyoufu no Bio Monster (J) [p1] Jet Fighter Z by Damage X (PD) Jetfire (Macross Hack) [o1] Jetfire (Macross Hack) Jetsons, The - Cogswell s Caper! (E) [!] Jetsons, The - Cogswell s Caper! (J) Jetsons, The - Cogswell s Caper! (U) [!] Jetsons, The - Cogswell s Caper! (U) [b1] Jetsons, The - Cogswell s Caper! (U) [o1] Ji Du Shan En Chou Ji - Le Comte de Monte-Cristo (Ch) Ji Jia Zhan Shi (Ch) [a1] Ji Jia Zhan Shi (Ch) [a2] Ji Jia Zhan Shi (Ch) [a3] Ji Jia Zhan Shi (Ch) [a4] Ji Jia Zhan Shi (Ch) [b1] Ji Jia Zhan Shi (Ch) [b2] Ji Jia Zhan Shi (Ch) [b3] Ji Jia Zhan Shi (Ch) Jia A Fung Yun (Ch) [b1] Jia A Fung Yun (Ch) Jigoku Gokuraku Maru (J) Jikuu Yuuden - Debias (J) [o1] Jikuu Yuuden - Debias (J) [t1] Jikuu Yuuden - Debias (J) Jim Henson s Muppet Adventure - Chaos at the Carnival (U) [!] Jim Henson s Muppet Adventure - Chaos at the Carnival (U) [b1] Jim Henson s Muppet Adventure - Chaos at the Carnival (U) [b2] Jim Henson s Muppet Adventure - Chaos at the Carnival (U) [b3] Jim Henson s Muppet Adventure - Chaos at the Carnival (U) [b4] Jim Henson s Muppet Adventure - Chaos at the Carnival (U) [o1] Jim Henson s Muppet Adventure - Chaos at the Carnival (U) [o2] Jimmy Connor s Tennis (E) Jimmy Connor s Tennis (U) [!p] Jimmy Connor s Tennis (U) [b1] Jimmy Connor s Tennis (U) [o1] Jimmy Connor s Tennis (U) [p1][!] Jing Ke Xin Zhuan (Ch) [a1] Jing Ke Xin Zhuan (Ch) JJ - Tobidase Daisakusen Part 2 (J) [f1][o1] JJ - Tobidase Daisakusen Part 2 (J) [f1] JJ - Tobidase Daisakusen Part 2 (J) [T+Eng1.00AltTitle_DvD_Trans] JJ - Tobidase Daisakusen Part 2 (J) [T+Eng1.00_DvD_Trans] JJ - Tobidase Daisakusen Part 2 (J) Joe Mac - Caveman Ninja (E) Joe Mac - Caveman Ninja (U) [!] Joe Mac - Caveman Ninja (U) [b1] Joe Mac - Caveman Ninja (U) [o1] Joe Mac - Caveman Ninja (U) [p1][!] John Elway s Quarterback (U) [!] John Elway s Quarterback (U) [o1] John Elway s Quarterback (U) [o2] John Elway s Quarterback (U) [o3] John Elway s Quarterback (U) [o4] Jongbou (J) [f1][o1] Jongbou (J) [f1][o2] Jongbou (J) [f1][o3] Jongbou (J) [f1] Jongbou (J) Jordan Vs Bird - One On One (U) [!] Jordan Vs Bird - One On One (U) [o1] Joshua (Unl) (V5.0 CHR 6.0) Joshua (Unl) (V6.0) [!] Joshua (Unl) (V6.0) [b1] Joshua (Unl) (V6.0) [b2] Joshua (Unl) (V6.0) [o1] Journey to Silius (U) [!] Journey to Silius (U) [b1] Journey to Silius (U) [o1] Journey to Silius (U) [T+Chi] Journey to Silius (U) [T+Por] Journey to Silius (U) [T+Spa1.0] Journey to Silius (U) [T+Spa_SARG] Journey to West (Ch) Joust (J) [o1] Joust (J) Joust (U) [!] Joust (U) [b1][o1] Joust (U) [b1] Joust (U) [o1] Joust (U) [o2] Joust More (Balloon Fight Hack) [o1] Joust More (Balloon Fight Hack) Jovial Race (Sachen) [!] Jovial Race (Sachen) [a1][!] Jovial Race (Sachen) [b1] Jovial Race (Sachen) [b2] Jovial Race (Sachen) [b3] Jovial Race (Sachen) [b4] Jovial Race (Sachen) [U][!] Joy Mech Fight (J) [b1] Joy Mech Fight (J) [o1] Joy Mech Fight (J) [T+Eng100%_AlanMidas][o1] Joy Mech Fight (J) [T+Eng100%_AlanMidas] Joy Mech Fight (J) [T-Eng_17Sept1997] Joy Mech Fight (J) Joypad Test Cartridge (U) Joystick Demo (PD) JuJu Densetsu (J) [o1] JuJu Densetsu (J) [T+Chi_MS emumax] JuJu Densetsu (J) Jumbo Ozaki no Hole in One Professional (J) [o1] Jumbo Ozaki no Hole in One Professional (J) Jumpin Kid - Jack to Mame no Ki Monogatari (J) [o1] Jumpin Kid - Jack to Mame no Ki Monogatari (J) Jumpy Demo by Rwin (PD) JUN Mario 1 (SMB1 Hack) Jungle Book, The (E) [!] Jungle Book, The (U) [!] Jungle Book, The (U) [b1] Jungle Book, The (U) [b2] Jungle Book, The (U) [b3] Jungle Book, The (U) [o1] Jungle Book, The (U) [T+Rus] Junk Demo by Tony Young (PD) [a1] Junk Demo by Tony Young (PD) [a2] Junk Demo by Tony Young (PD) Junk Mario Pro (SMB1 Hack) Junk Mario V1.0 (SMB1 Hack) Junk Mario V1.1 (SMB1 Hack) Jurassic Boy 2 (Sachen) [!] Jurassic Boy 2 (Sachen) [U][!] Jurassic Park (U) [!] Jurassic Park (U) [b1] Jurassic Park (U) [o1] Jurassic Park (U) [T+Ita1.0_Psyco] Jurassic Park (U) [T+Rus_CaH4e3] Jurassic Park (U) [T+Spa100_PaladinKnights] Jurassic Park (U) [T+Spa99%_spctrmxd] Just Breed (J) [b1] Just Breed (J) [b2] Just Breed (J) [T+Eng0.01Beta_Obsolete] Just Breed (J) [T+Eng1.00_Stealth] Just Breed (J) [T+Spa100_butz] Just Breed (J) [T+Spa2.0] Just Breed (J) Justin and Friends V1.1 (SMB1 Hack) Juuouki (J) [!] Juuouki (J) [b1] Juuouki (J) [b2] Juuouki (J) [p1][!] Juuouki (J) [T+Eng1.00_akadewboy] Juuouki (J) [T+Por90%_BRGames] Juuryoku Soukou Metal Storm (J) [b1] Juuryoku Soukou Metal Storm (J) [o1] Juuryoku Soukou Metal Storm (J) Juvei Quest (J) [!] Juvei Quest (J) [a1][o1] Juvei Quest (J) [a1] Juvei Quest (J) [b1] Juvei Quest (J) [hFFE][b1] Juvei Quest (J) [hFFE] Kabuki - Quantum Fighter (E) [!p] Kabuki - Quantum Fighter (U) [!] Kabuki - Quantum Fighter (U) [b1] Kabuki - Quantum Fighter (U) [o1] Kabuki - Quantum Fighter (U) [T+Fre] Kabuki - Quantum Fighter (U) [T+Ger1.00_StarTrans][a1] Kabuki - Quantum Fighter (U) [T+Ger1.00_StarTrans] Kabuki - Quantum Fighter (U) [T+Por199%_BRGames] Kabuki - Quantum Fighter (U) [T+Rus] Kabuki - Quantum Fighter (U) [T+Swe1.0_TheTranslator] Kabushiki Doujou (J) [!] Kaettekita! Gunjin Shougi - Nanya Sore! (J) [b1] Kaettekita! Gunjin Shougi - Nanya Sore! (J) [o1] Kaettekita! Gunjin Shougi - Nanya Sore! (J) Kage (J) [!] Kage (J) [b1] Kage (J) [h1] Kage (J) [T+Chi1.0GB][a1] Kage (J) [T+Chi1.0GB] Kage (J) [T+Chi][a1] Kage (J) [T+Chi] Kage no Densetsu (J) [o1] Kage no Densetsu (J) [o2] Kage no Densetsu (J) [p1] Kage no Densetsu (J) [T+Chi_MS emumax] Kage no Densetsu (J) [T-Chi_MS emumax][a1] Kage no Densetsu (J) [T-Chi_MS emumax] Kage no Densetsu (J) [t1] Kage no Densetsu (J) Kage Super Plus (Kage Hack) Kagerou Densetsu (J) [!] Kagerou Densetsu (J) [b1] Kaguya Hime Densetsu (J) [!] Kaguya Hime Densetsu (J) [hM02] Kaijuu Monogatari (J) [hM04][b1] Kaijuu Monogatari (J) [hM04] Kaijuu Monogatari (J) [T+Eng1.0b_KingMike] Kaijuu Monogatari (J) Kaiketsu Yanchamaru (J) [hFFE] Kaiketsu Yanchamaru (J) Kaiketsu Yanchamaru 2 - Karakuri Land (J) [hFFE][b1] Kaiketsu Yanchamaru 2 - Karakuri Land (J) [hFFE][b2] Kaiketsu Yanchamaru 2 - Karakuri Land (J) [hFFE][b3] Kaiketsu Yanchamaru 2 - Karakuri Land (J) [hFFE][b4] Kaiketsu Yanchamaru 2 - Karakuri Land (J) [hFFE][T-Eng] Kaiketsu Yanchamaru 2 - Karakuri Land (J) [hFFE] Kaiketsu Yanchamaru 2 - Karakuri Land (J) [hM23] Kaiketsu Yanchamaru 2 - Karakuri Land (J) [T+Eng1.01_Shadow][o1] Kaiketsu Yanchamaru 2 - Karakuri Land (J) [T+Eng1.01_Shadow] Kaiketsu Yanchamaru 2 - Karakuri Land (J) Kaiketsu Yanchamaru 3 - Taiketsu! Zouringen (J) [b1] Kaiketsu Yanchamaru 3 - Taiketsu! Zouringen (J) [hM19][a1] Kaiketsu Yanchamaru 3 - Taiketsu! Zouringen (J) [hM19][T+Por1.0_E2P Traducoes] Kaiketsu Yanchamaru 3 - Taiketsu! Zouringen (J) [hM19] Kaiketsu Yanchamaru 3 - Taiketsu! Zouringen (J) [p1][!] Kaiketsu Yanchamaru 3 - Taiketsu! Zouringen (J) [T+Eng1.00_Suicidal] Kaiketsu Yanchamaru 3 - Taiketsu! Zouringen (J) Kaison Star Force (Hack) Kakefu Kun no Jump Tengoku - Speed Jigoku (J) [f1][o1] Kakefu Kun no Jump Tengoku - Speed Jigoku (J) [f1] Kakefu Kun no Jump Tengoku - Speed Jigoku (J) Kame no Ongaeshi - Urashima Densetsu (J) Kamen no Ninja - Akakage (J) [b1] Kamen no Ninja - Akakage (J) [o1] Kamen no Ninja - Akakage (J) [o2] Kamen no Ninja - Akakage (J) [T+Chi_MS emumax][o1] Kamen no Ninja - Akakage (J) [T+Chi_MS emumax] Kamen no Ninja - Akakage (J) [T-Chi_MS emumax][a1][o1] Kamen no Ninja - Akakage (J) [T-Chi_MS emumax][a1] Kamen no Ninja - Akakage (J) [T-Chi_MS emumax][o1] Kamen no Ninja - Akakage (J) [T-Chi_MS emumax] Kamen no Ninja - Akakage (J) Kamen no Ninja - Hanamaru (J) [T+Chi] Kamen no Ninja - Hanamaru (J) Kamen Rider Club (J) [hFFE][a1] Kamen Rider Club (J) [hFFE][a2] Kamen Rider Club (J) [hFFE][b1] Kamen Rider Club (J) [hFFE] Kamen Rider Club (J) Kamen Rider SD - Guranshokkaa no Yabou (J) Kamikaze Mario DX Plus V1.8 (SMB1 Hack) Kamikaze Mario DX Plus V1.9 (SMB1 Hack) Kamikaze Mario DX Regular Edition (SMB1 Hack) Kamikaze Mario DX+ by79 (SMB1 Hack) Kamikaze Megaman (Megaman Hack) Kamikaze V1 (SMB1 Hack) [a1] Kamikaze V1 (SMB1 Hack) Kamikaze V2 (SMB1 Hack) Kamikaze V3 (SMB1 Hack) Kanshakudama Nage Kantarou no Toukaidou Gojuusan Tsugi (J) [h1] Kanshakudama Nage Kantarou no Toukaidou Gojuusan Tsugi (J) [hM03][a1] Kanshakudama Nage Kantarou no Toukaidou Gojuusan Tsugi (J) [hM03][o1] Kanshakudama Nage Kantarou no Toukaidou Gojuusan Tsugi (J) [hM03] Kanshakudama Nage Kantarou no Toukaidou Gojuusan Tsugi (J) [T+Eng1.0CezanneFont_KingMike] Kanshakudama Nage Kantarou no Toukaidou Gojuusan Tsugi (J) [T+Eng_KingMike] Kanshakudama Nage Kantarou no Toukaidou Gojuusan Tsugi (J) Karakuri Kengou Den - Musashi Road - Karakuri Nin Hashiru! (J) Karaoke Studio (J) [b1] Karaoke Studio (J) Karaoke Studio Senyou Cassette Vol 1 (J) Karaoke Studio Senyou Cassette Vol 2 (J) Karate Champ (U) (REV0) [!] Karate Champ (U) (REVA) [!] Karate Champ (U) (REVA) [b1][o1] Karate Champ (U) (REVA) [b1][o2] Karate Champ (U) (REVA) [b1][o3] Karate Champ (U) (REVA) [b1][T+Spa.99_PaladinKnights] Karate Champ (U) (REVA) [b1] Karate Kid, The (U) [!] Karate Kid, The (U) [b1] Karate Kid, The (U) [o1] Karate Kid, The (U) [o2] Karate Kid, The (U) [o3] Karate Kid, The (U) [o4] Karateka (J) (Prototype) [!] Karateka (J) [o1] Karateka (J) [p1][o1] Karateka (J) [p1] Karateka (J) Karnov (J) [b1][o1] Karnov (J) [b1] Karnov (J) [b2] Karnov (J) [b3] Karnov (J) Karnov (U) [!] Karnov (U) [b1][o1] Karnov (U) [b1][o2] Karnov (U) [b1][o3] Karnov (U) [b1][o4] Karnov (U) [b1][o5] Karnov (U) [b1] Karnov (U) [b2] Karnov (U) [b3] Karnov (U) [b4] Karnov (U) [o1] Kart Fighter (Unl) [b1] Kart Fighter (Unl) [b2] Kart Fighter (Unl) [b3] Kart Fighter (Unl) [T+Eng1.00_DvD Translations] Kart Fighter (Unl) [T+Kor] Kart Fighter (Unl) [T+Spa100%_PaladinKnights] Kart Fighter (Unl) Kawa no Nushi Tsuri (J) [T+Eng0.15_No_Carrier] Kawa no Nushi Tsuri (J) Kazion Gradius (Gradius Hack) Keiba Simulation - Honmei (J) [b1] Keiba Simulation - Honmei (J) Kero Kero Keroppi no Daibouken (J) [o1][T+Eng1.00_Gaijin] Kero Kero Keroppi no Daibouken (J) [o1] Kero Kero Keroppi no Daibouken (J) [T+Eng1.00_Gaijin][a1] Kero Kero Keroppi no Daibouken (J) [T+Eng1.00_Gaijin] Kero Kero Keroppi no Daibouken (J) Kero Kero Keroppi no Daibouken 2 - Donuts Ike ha Oosawagi! (J) [!] Kero Kero Keroppi no Daibouken 2 - Donuts Ike ha Oosawagi! (J) [b1] Kero Kero Keroppi no Daibouken 2 - Donuts Ike ha Oosawagi! (J) [o1][T+Eng1.0_Toma] Kero Kero Keroppi no Daibouken 2 - Donuts Ike ha Oosawagi! (J) [o1] Kero Kero Keroppi no Daibouken 2 - Donuts Ike ha Oosawagi! (J) [T+Eng1.0_Toma] Kero Kero Keroppi no Daibouken 2 - Donuts Ike ha Oosawagi! (J) [T-Eng0.9_Toma] Keroppi to Keroriinu no Splash Bomb! (J) [o1][T+Eng1.0_Suicidal] Keroppi to Keroriinu no Splash Bomb! (J) [o1] Keroppi to Keroriinu no Splash Bomb! (J) [T+Eng1.0_Suicidal] Keroppi to Keroriinu no Splash Bomb! 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TF 2-2 IN FSE AAR Indirect Fires in the Battle of Fallujah. http //www.tradoc.army.mil/pao/ProfWriting/2-2AARlow.pdf By Captain James T. Cobb, First Lieutenant Christopher A. LaCour and Sergeant First Class William H. Hight TF 2-2 IN FSE AAR Indirect Fires in the Battle of Fallujah.1. Background and Mission. 2. Enemy Forces. 3. Friendly Forces. 4. Artillery Fires. 5. Mortars. 6. Danger-Close Fires. 7. FOs. 8. Other Equipment. 9. Munitions.a. Range of Munitions. b. White Phosphorous. c. Hexachloroethane Zinc (HC) Smoke and Precision-Guided Munitions. d. Ammo Resupply. 10. CAS.a. CAS Effectiveness. b. Pulling Timely Air Assets. c. CAS and Other Indirect Fires. 11. Unmanned Aerial Vehicles. 12. Personnel Manning. 13. Training. 14. Conclusion. Task Force 2d Battalion, 2d Infantry’s (TF 2-2 IN’s) fire support element (FSE) operated as a mini-brigade FSE during the Battle of Fallujah. The FSE coordinated the combat effects of Army, Air Force and Marine assets more autonomously than the traditional, doctrinal battalion-level FSE.a model of joint interdependency. Although the FSE did not have joint personnel assigned to it, it worked closely with the brigade air liaison officer (BALO), who was chopped to TF 2-2 IN, and functioned as a “Joint FSE,” if you will. Ed MEMORANDUM FOR RECORD FSE, TF 2-2 IN, 3d Brigade Combat Team(BCT), 1st ID, Operation Iraqi Freedom (OIF) II, Forward Operating Base (FOB) Normandy, Muqdadiyah, Iraq APO AE 09392 (AETV-BGR-FSE), 1 December 2004. Subject After-Action Review (AAR) for the Battle of Fallujah 1. Background and Mission. 2. Enemy Forces. 3. Friendly Forces. 4. Artillery Fires. As part of TF 2- 2 IN, the M109A6 Paladins and a platoon fire direction center (FDC) were attached in direct support (DS) to the TF. For most of the fight, this was their only role. Later, after TF 2- 2 IN had reached its limit of advance (LOA) at PL Fran, it also was tasked to support RCT-7. The Paladins were in a position area (PA) in Camp Fallujah adjacent to the Marine Corps and a battery of Paladins from the 1st Cavalry Division, A/3-82 FA, that was attached to the IMEF. This facilitated the FA’s sharing meteorological (Met) data and survey and relieved the platoon of self-security. a. Organic to the TF. As an organic part of the TF, the howitzers provided accurate, timely fires throughout the fight, delivering 925 rounds, mostly in danger-close fires. As dedicated assets to the TF, Paladin fires were greatly expedited in a 360-degree fight with fluid targets and a rapidly advancing maneuver force. Fire missions took less than two minutes from the initial call-for-fire (CFF) to rounds down range. b. Responsibilities of TF FSE. The TF FSE assumed responsibility for coordinating with the TF 2-2 IN S4 for Class V resupply, positioning the platoon and selecting shell-fuze combinations. The TF FSE cleared fires at the TAC along with the TF battle captain or S3. Clearance of fires was executed by demanding accurate company frontline traces and forward observer (FO) locations at regular intervals and battle tracking in detail. c. Role of the Artillery. The artillery was used in doctrinal roles, such as screening the initial point of penetration, preparatory fires, close fire support and disruptive deep fires, as well as in non-doctrinal roles, such as clearing routes of IEDs and breeching minefields. Using Paladins directly attached to the TF gave us a tremendous advantage in the fight. Our tactics, techniques and procedures (TTP) were effective and lethal and gave maneuver TFs greater flexibility, firepower and mobility. The overall performance was outstanding. By using FOs and accurate intelligence- driven targeting, the artillery was a driving force in the TF’s ability to attack through a large city with minimum casualties in six days. d. Massing Fires. The only drawback was our inability to mass fires on targets due to having only two guns. While we did have general support reinforcing (GSR) assets, they were slow, cumbersome and more difficult to coordinate with than our organic systems. Trust was also an issue as the vast majority of our fires were danger-close, and we did not know the proficiency level of the supporting guns. While it did not impact our operations overall, at times the physical and psychological effects of massed artillery fires were the preferred effects. We could use our 120-mm mortars when we wanted to mass fires, but additional 155-mm howitzers would have been more effective. 5. Mortars. The Thunder Mortar Platoon that is organic to 2-2 IN proved to be the equal of the artillery in this fight in terms of accuracy and responsiveness and was an integral part of the indirect fires used. When provided the five requirements for accurate predicted fires, mortars were every bit as accurate and deadly as artillery. The firepower of the 120-mm munitions allowed us to respond quickly with overwhelming firepower when needed. During the course of the battle, mortars fired 942 rounds of timely, accurate fires. a. Mortar Challenges. Our mortar platoon received two M252 81-mm mortars before deploying to the Fallujah AOR. These were useful indirect fire weapons when close fires were required. The only drawback was they had no sights. To use them, we had to take sights from the 120-mm tubes and use the sights with the 81-mm mortars, taking two 120-mm tubes out of the fight. The mortars’ high angle of fire was preferable for military operations in urban terrain (MOUT), but there were times when the mortars’ maximum ordinate (MAXORD) exceeded the close air support (CAS) ceiling, limiting mortar fires. b. Platoon Security. The mortar platoon operated outside of Camp Fallujah at various firing points and had to pull self-security. It was manned to do so with no degradation of fires. The platoon received enemy indirect fires frequently during the fight and was forced to displace. But due to superior training and good maneuverability, it quickly displaced, reset and resumed operations. 6. Danger-Close Fires. 7. FOs. 8. Other Equipment. 9. Munitions. The munitions we brought to this fight were 155-mm highexplosive (HE) M107 (short-range) and M795 (long-range) rounds, illumination and white phosphorous (WP, M110 and M825),with point-detonating (PD), delay, time and variable-time (VT) fuzes. For the 120-mm mortars, we had HE, illumination and WP with PD, delay and proximity fuzes. We also carried 81-mm HE with the same fuzes. (引用者注)PD;point-detonating 弾頭信管; delay fuze 延期信管; proximity fuzes近接信管; cf.着発信管 contact fuse // impact fuse // impact fuze // percussion fuze a. Range of Munitions. The munitions at our disposal gave us excellent flexibility. The 81-mm munitions allowed us to deliver extremely close fires to friendly forces while we used larger caliber munitions to engage and destroy heavily fortified houses and bunkers. The standard table of organization and equipment (TOE) for a mechanized battalion does not include 81-mm mortars, something the Army should examine and correct. b. White Phosphorous. WP proved to be an effective and versatile munition. We used it for screening missions at two breeches and, later in the fight, as a potent psychological weapon against the insurgents in trench lines and spider holes when we could not get effects on them with HE. We fired “shake and bake” missions at the insurgents, using WP to flush them out and HE to take them out. c. Hexachloroethane Zinc (HC) Smoke and Precision-Guided Munitions. We could have used these munitions. We used improved WP for screening missions when HC smoke would have been more effective and saved our WP for lethal missions. We had several important targets, often reinforced houses that FOs had eyes on, that would have been more effectively engaged with a precision-guided munition, such as Copperhead with its shaped charge or the developmental Excalibur Unitary round that is concrete piercing (to be fielded in 2006). Barring the use of such precision-guided munitions, concrete-piercing (CP) fuzes would have been more effective than delay and PD fuzes were, but the latter were satisfactory. d. Ammo Resupply. The biggest challenge we had was ammunition resupply. The amount of munitions expended was surprising, and we had to struggle to keep our cannons and tubes supplied. The targeting officer at the TOC and the S4 did a fantastic job of obtaining ammunition, but in the future, it would be easier to over-anticipate ammunition needs before the fight and stockpile it. The Marines gave us what they had, and the location of the Paladin platoon on FOB Fallujah helped greatly. The fact that the Paladin platoon brought a palletized loading system (PLS) was a huge plus. It allowed the S4 to coordinate for ammunition and the Paladin platoon to pick it up. In the final analysis, it all worked, but I recommend we not put ourselves in that position again. We never ran out of ammunition, but we came close several times. 10. CAS. We used CAS well in this fight, dropping more than 15 guided-bomb unit-12s (GBU-12s), which are laser-guided 500-pound bombs; four 2,000-pound joint direct attack munition (JDAMs) penetrators; and one Maverick. We also had more than six hours of AC-130 Specter gunship support. a. CAS Effectiveness. We had problems with the GBU-12s. At least five duds were dropped, all from F/A-18s. The AC-130 was an awesome weapon, operating at night and prepping our deep battlespace with outstanding accuracy. The four JDAM penetrators were dropped on a bunker complex with excellent results. The bunker and more than 20 AIF were destroyed. Initially, we had difficulty working with Marine air. However, once our JTACs learned the system, it worked rather well. An air liaison officer (ALO) from the Marines at the TOC would have helped in the early stages and facilitated the use of more Marine CAS. b. Pulling Timely Air Assets. While the Air Force JTACs were useful on the ground, they had limited success pulling timely air assets. A TOC ALO is a must for two reasons first, a Marine ALO with direct access to higher will pull air assets more quickly and be able to disseminate their fires faster than an Air Force JTAC on the ground. Second, you need an officer who understands the Marine system attached to the FSE for better coordination. Air assets are requested through a different system than indirect lethal fires. An ALO with two radios tied in to higher and the battalion is a must and will cut air request times in half. Although air was planned, it often was difficult for the battalion JTAC to talk to the RCT-7 ALO and get air when needed. c. CAS and Other Indirect Fires. A big lesson is that CAS was not a substitute for responsive artillery and mortars. CAS was most effective in the deep fight, particularly when used on intelligence-driven targets. 11. Unmanned Aerial Vehicles. 12. Personnel Manning. 13. Training. 14. Conclusion. The contributions of indirect fires were a decisive part of the Battle of Fallujah and contributed tremendously to the outcome of the fight. They allowed the maneuver forces to rapidly move through the city with minimum casualties and demonstrated what a joint and combined arms team can do. The effects were physically and psychologically devastating. Not only did indirect fires destroy AIF personnel, but they also destroyed their will to stand and fight. Indirect fires also positively influenced our forces by demonstrating to commanders on the ground that overwhelming firepower was at their disposal. The Paladin platoon greatly increased the TF’s firepower, timeliness and flexibility, allowing us to move at an unprecedented pace through a fortified city. We learned to use indirect fires early and often in large volumes. During the course of the battle, more than 2,000 artillery and mortar rounds were fired and more than 10 tons of precision Air Force munitions were dropped. However, as successful as we were, had the battle lasted longer it would have been difficult to sustain fire support operations. We must learn from this fight to prepare for the future. At the end of the fight we thought back on some of the things we were the proudest of. What jumped to the forefront was infantry and tank platoon sergeants, platoon leaders and company commanders telling us that the artillery and mortars were awesome. At the end of the day, that is what it is all about our maneuver brethren recognizing why we are called the “King of Battle.” Captain James T. (Tom) Cobb has been assigned to 1st Battalion, 6th Field Artillery (1-6 FA), 1st Infantry Division, and served as the Fire Support Officer (FSO) for Task Force 2d Battalion, 2d Infantry, (TF 2-2 IN) in Operation Iraqi Freedom (OIF) II, including during the Battle of Fallujah. He also deployed with Kosovo Force (KFOR) 4B. First Lieutenant Christopher A. LaCour, assigned to 1-6 FA, has been the Targeting Officer for TF 2-2 IN in OIF II, including during the Battle of Fallujah. Also in OIF II, he was a Platoon Leader for 2/C/1-6 FA and, previously, a Fire Direction Officer in the same battery. Sergeant First Class William H. Hight, also assigned to 1-6 FA, has been TF 2-2 IN’s Fire Support NCO since September 2003, deploying in OIF II and fighting in the Battle of Fallujah. He also deployed to Bosnia as part of the Implementation Force (IFOR) and to Kosovo as part of KFOR 4B. Redleg CPT Jason Bender Selected Aviation Center Officer Instructor of FY04 CPTジェイソンベンダーが選択した砲手 FY04の航空センターのインストラクターの役員
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ECHOES WR #68 -Express Emotion- 10/12~ 12 00 ~ 10/18 23 59 選曲 ka23 IIDX SPA Rank Name Score Result 1 hide 2519 result 2 けいにん 2394 result 3 ごま 2289 result 4 GISU 2286 result 5 こだま 2219 result 6 ししお 2216 result 7 しん 2168 result 8 さくしゅ 2151 result 8 中野 2151 result 10 くろこ 2097 result 10 きるしゅ 2097 result 12 おみつ 1937 result 13 たか 1620 result 14 ぜお 1376 result SPH Rank Name Score Result 1 ka23 885 result 2 うんちょ 796 result DPA Rank Name Score Result 1 つぼ 2161 result Rb HARD Rank Name Score Result 1 ごま 1551 result 2 こだま 1535 result 3 きるしゅ 1515 result
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Capitol Theatre, Aberdeen, Scotland, May 26, 1982■Aberdeen 1982 (2CD) SODD 086/087 Playhouse Theatre, Edinburgh, Scotland, May 28, 1982 ■The Flower of Scotland (2CD) Rattle Snake RS 034/35 ■Baby Let s Play House (2CD) VGP-257 ■Edinburgh (2CD) SODD 040/41 Feyenoord-Stadion, Rotterdam, Netherlands, June 4, 1982 ■Rotter Beast of Burden (2CD) VGP-125 Feyenoord-Stadion, Rotterdam, Netherlands, June 5, 1982■Mojo s Finest (2CD) VGP-263 Niedersachsen Stadion, Hannover, West Germany, June 6, 1982 ■Hannover 82 (2CD) Idol Mind Productions IMP-CD-030-31 Niedersachsen Stadion, Hannover, West Germany, June 7, 1982■Hannover 82 (2CD) Check This Out! Waldbuhne, West Berlin, Germany, June 8, 1982 ■Beast of Bourbon (2CD) VGP-086 Olympia Stadium, Munich, West Germany, June 10, 1982 ■Willkommen in Munchen (2CD) VGP-099 Olympia Stadium, Munich, West Germany, June 11, 1982 ■Chantilly Lace (2CD) VGP-254 Hippodrome d Auteuil, Paris, France, June 13, 1982 ■Demain Le Soleil (2CD) VGP-106 Hippodrome d Auteuil, Paris, France, June 14, 1982 ■Mercy Paris (2CD) JL-012-013 (source 1) ■European Tour Paris 1982 (2CD) VGP-289 (source 2) Stade Gerland, Lyons, France, June 16, 1982 ■Merci Lyon 1982 (2CD) VGP-272 Ullevi Stadium, Gothenburg, Sweden, June 19, 1982■Never Stop (2CD) Pathos 002-1/2 (source 1) ■Never Stop (2CD) VGP-282 (source 2) Ullevi Stadium, Gothenburg, Sweden, June 20, 1982 ■Drinking Dancing (1CD/17 tracks) S82 (source 1) (vinyl) ■Drinking Dancing (2CD) VGP-251 (source 2) Wembley Stadium, Wembley, Middlesex, June 25, 1982 ■Wembley Stadium 1982 (2CDR) Sound of Satisfaction SOS-820625 Wembley Stadium, Wembley, Middlesex, June 26, 1982 ■Welcome Back! Wembley (2CD) Exile Original Masters EXM-007AB ■The Second Wembley Stadium 1982 (2CDR) One Handred Club OHC-017 Wembley Stadium, Wembley, Middlesex, June 26, 1982 (Soundboard Recording)■One Day in June 1982 (1CD/9 tracks) RS 682 ■European Tour 82 (1CDR+1VCD) Pignose Records PGN 063 Aston Gate Park, Bristol, Gloucestershire, June 27, 1982 ■Bill Wyman We Miss You (1CD/14 tracks) Idol Mind Productions IMP BRIS-0082 ■Bill Wyman We Miss You 1982 (2CD) Idol Mind Production IMP-N-003 Festhalle, Frankfult, West Germany, June 29, 1982■All the Girls in Frankfult (2CD) MMCD 13 A/B Festhalle, Frankfult, West Germany, June 30, 1982 ■Yeah Baby Yeah (2CD) VGP-288 Praterstadion, Vienna, Austria, July 3, 1982■Willkommen in Wien (2CD) VGP-279 ■Wien Praterstadion 03/07/82 (2CD) TMQ 3782 Mungersdorfer Stadion, Cologne, West Germany, July 4, 1982 ■Two Days in Cologne (3CD/disc 1, 2) The Holy Grail THG 001/002/003 (source 1) ■Stop Breaking Down (2CD) RSSBD 1/2 (source 2) Mungersdorfer Stadion, Cologne, West Germany, July 5, 1982 ■Two Days in Cologne (3CD/disc 3/12 tracks) The Holy Grail THG 001/002/003 Estadio Vincent Calderon, Madrid, Spain, July 7, 1982 ■Singer Under the Rain (1CD) JL-013 (source 2) Stadio Comunale, Turin, Italy, July 11, 1982■Mundialito 1982 (2CD) VGP-121 Stadio San Paolo, Naples, Italy, July 17, 1982 (Soundboard Recording)■Shattered in Europe (2CD/16 Tracks) The Swingin Pig TSP-CD-184 gold CD edition ■Listen Napoli then Die 1982 (2CD) Idol Mind Production IMP-N-009 (SBD/audience) Roundhay Park Arena, Leeds, Yorkshire, July 25, 1982■Live at Leeds 82 (2CDR) VGP-010 1st-issue ■Live at Leeds 82 (2CDR) VGP-010 remastered BACK / NEXT
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《Royal Trooper》 #whisper 白版大アナグマ/Giant Badgerとも言うべきクリーチャー。 防御時の修整は優秀だが、それでもあくまで無難なレベルである。 色の役割からすると、本来の色に戻った、といえるかも知れない。 参考 カード個別評価:ポータル系、スターター
https://w.atwiki.jp/echoes140/pages/44.html
ECHOES WR #13 -MOON RACE- 7/7 12 00 ~ 7/13 23 59 選曲 ししお SPA (MAX 1914 AAA 1702 AA 1489 A 1276) Name Score PG/GR Result
https://w.atwiki.jp/prototype_game/pages/31.html
THE ALTERED WORLD Go to Dana s Safe House. Dana s Safe House-Midtown West Dana I think I might be able to get you close to McMllen. Dana The news has been showing an endless loop of BLACKWATCH Scientific Teams turning up at Hives. Dana Those teams have to be working for McMullen, right? Dana If they are, then one of them has got to know how to get to him. Get into one of those areas and draw McMullen in. Alex McMullen is the key to all of this. LOCATE McMULLEN GO to the HIVE to LURE McMULLEN OUT. Alex McMullen had research he know who s did what happened to me. I need to draw him out. FIND and CONSUME a COMMANDER among the suevivors. CONSUME the BLACKWATCH COMMANDER. WEB Cptn Derrik Kaufman The outbreaks seem to be centered around these area. The focus, as we ve seen, seems to be these buildings. Secure all marked areas for possible insertion of Director McMullen for direct study. He won t touch down until all sniffers read nominal, and make sure none are destroyed. Engagement protocols? Anything it takes to clear ths ground. When it s all-clear, sound off. GO to the next HIVE RESEARCH SITE and CHECK its ACTIVITY LEVELS. Alex McMullen s not going to show in an area with such high readings. BRING McMULLEN TO THE SITE SABOTAGE the VIRAL DETECTORS. DO NOT allow VIRAL DETECTORS to be DESTROYED or McMULLEN will avoid the area. SABOTAGING DETECTORS McMULLEN needs to believe the area is CLEAR OF INFECTION before he will land. APPROACH a VIRAL DETECTOR and PRESS Y to begin the SABOTAGING process. SABOTAGE the VIRAL DETECTORS. Dr.McMullen One of the arrays just went offline. What the hell s going on down there? Dr.McMullen What the... units three and four are reporting clean. Dr.McMullen Interesting...looks like infection levels are dropping throughout the area. GO to the LANDING ZONE to signal McMULLEN. Alex Sites clear, sir. What is your E.T.A? Dr.McMullen OK, people - we re clean across the board. McMullen inbound. BLACKWATCH TRANSPORT PILOT Taking us out, hold on, we re moving. Alex McMullen s gone! Son of a bitch! EVADE THE MILITARY EVADE or DEFEAT nearby ENEMIES to complete the MISSION.
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ここを編集 01_Whispers%20of%20Doom.jpgWhispers of Doom [15] Complete all mission objectives in the "Whispers of Doom" mission. ミッション 【Whispers of Doom】 中のクリア目標を全て達成せよ。 02_Stalker%20Delight.jpgStalker Delight [10] Complete the "Whispers of Doom" mission on Normal difficulty with 3 or more Stalkers. ミッション 【Whispers of Doom】 難易度 "Normal" を、3体もしくはそれ以上のストーカーと共に達成せよ。 ・ゼラトゥルが船に乗る前に 3体以上のストーカーを船に乗せればよい。 03_Merely%20a%20Flesh%20Wound.jpgMerely a Flesh Wound [10] Complete the "Whispers of Doom" mission on Hard difficulty without Zeratul suffering life damage. ミッション 【Whispers of Doom】 難易度 "Hard" を、ゼラトゥルがライフダメージを削られることなく達成せよ。 ・シールドダメージは構わない。 04_A%20Sinister%20Turn.jpgA Sinister Turn [15] Complete all mission objectives in the "A Sinister Turn" mission. ミッション 【A Sinister Turn】 中のクリア目標を全て達成せよ。 05_Out%20for%20Justice.jpgOut for Justice [10] Kill all Protoss in the "A Sinister Turn" mission on Normal difficulty. ミッション 【A Sinister Turn】 難易度 "Normal" において、全てのプロトスを掃討せよ。 06_Maar-ked%20for%20Death.jpgMaar-ked for Death [10] Complete the "A Sinister Turn" mission on Hard difficulty in less than 25 minutes. ミッション 【A Sinister Turn】 難易度 "Hard" を、25分以内に達成せよ。 07_Echoes%20of%20the%20Future.jpgEchoes of the Future [15] Complete all mission objectives in the "Echoes of the Future" mission. ミッション 【Echoes of the Future】 中のクリア目標を全て達成せよ。 08_Army%20of%20One.jpgArmy of One [10] Complete the "Echoes of the Future" mission with Zeratul killing 50 Zerg units on Normal difficulty. ミッション 【Echoes of the Future】 難易度 "Normal" を、ゼラトゥルが50体のザーグユニットを倒した状態で達成せよ。 09_Overmind%20Dead%20Body.jpgOvermind Dead Body [10] Complete the "Echoes of the Future" mission on Hard difficulty in less than 20 minutes. ミッション 【Echoes of the Future】 難易度 "Hard" を、20分以内に達成せよ。 10_In%20Utter%20Darkness.jpgIn Utter Darkness [15] Complete all mission objectives in the "In Utter Darkness" mission. ミッション 【In Utter Darkness】 中のクリア目標を全て達成せよ。 11_Semi-Glorious.jpgSemi-Glorious [10] Kill 250 additional Zerg units in the "In Utter Darkness" mission on Normal difficulty. ミッション 【In Utter Darkness】 難易度 "Normal" において、250体多くのザーグユニットを倒せ。 ・ミッション目標に表示された数より 250体多く倒せ。 12_Blaze%20of%20Glory.jpgBlaze of Glory [10] Kill 750 additional Zerg units in the "In Utter Darkness" mission on Normal difficulty. ミッション 【In Utter Darkness】 難易度 "Normal" において、750体多くのザーグユニットを倒せ。 ・ミッション目標に表示された数より 750体多く倒せ。 13_Prophecy%20Mastery.jpgProphecy Mastery [20] 13_Prophecy%20Mastery%20portrait.jpg Complete all the Prophecy mission achievements. 全ての プロフェシー ミッションの実績を達成せよ。 ここを編集