=== ANCHOR POEM ===
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 │ CW: re: frontline-tactics │
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 if you're trying to counter this leap-frog style tactic, hit them from the
 back partner's flank
 
 as the forward person is advancing, they'll watch left and right as they come
 around corners and such.
 
 however, the back person needs to always be covering them in case of an enemy
 from the front (the most likely place where enemies will be) so they spend
 less time looking to the sides.
 
 also, encirclement is the most efficient way to overcome enemies. otherwise
 you become entrenched as forward momentum halts, and you get Ukraine.
 
 Don't get Ukraine.
 
 We must secure a cleansing blow.
 
 Against the far right. There is no greater plight.
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=== SIMILARITY RANKED ===

--- #1 messages/1410 ---
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 Move forward until your shots start hitting, then back up and put shields
 between you and your foe. Look to the sides for tie strafes, and move away if
 you notice them until they stop coming after you.
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--- #2 fediverse/5412 ---
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 found these pictures in my pictures directory from the start of the war in
 Ukraine.
 
 for context it was directed at the citizens of Ukraine by an American soldier
 who wanted to help protect them from the ravages of war and fight back against
 an oppressive regime invading their homeland.
 
 idk if you'd ever find them useful but they're the kind of thing to put on a
 hard drive and pray you never have to use or ever think about again.
screenshot of a twitter post.  "American tank mechanic here. Some advice.  Tanks are bad at urban combat. They need infantry support. Without boots on ground they're just big targets with poor visibility. Rifles should aim for the periscopes, but most importantly the sight unit on top of the turret.  [next post in the thread, by the same guy]  Take down street signs. Don't let the enemy know where they are. Move signs to the wrong streets. Tanks are super heavy, so try to direct them to streets that can't hold their weight. They can't move if they break through to the sewer."  there are two more pictures in the thread. post 1:  "Break the tracks if you have explosives. Tracks are also terrible for catching stuff like barbed wire/concertina wire. Line the streets with anything that can get sucked in and tangle up."  post 2:  "the engine needs to breathe, so throw your molotov cocktails at whatever looks like an intake for the engine. It has rubber belts, hoses, and fuel lines."  post 3:  "Tanks are a logistical nightmare. They need a supply chain a mile long for service parts, and especially fuel. They can usually only go about 300 miles on improved roads on one tank of fuel. Stop the supply line, and a tank is just a giant pile of useless iron."  post 4:  "Visibility is rather poor from an armored vehicle. If you paint dinner plates to look like mines and set them upside down in the street, the tank crew won't be able to tell if they're real or not."  there is one more picture remaining, for a total of 3. [next post]:  "The U.S. ARMY likes to fight at night because we have thermal imagers. Thermal picks up heat, so you can not hide behind a bush, but anything that is ambient temperature just looks like a black square. They can't see through windows because the glass is ambient."  [next post]:  "Cut up cardboard boxes and put them everywhere. The cardboard is the same temperature as the environment. Hiding behind anything that obscures vision only works if they don't have thermal. Sheets of cardboard in every bush, tree, etc. will just be a square in a thermal imager."  [next post]:  "set them up everywhere as distractions. make a chaos terrain for the enemy."  [next post, by some random guy replying to the thread]:  "this is amazing info for you to post. bless you for trying to help the innocent people caught in putin's wrath." an infographic detailing ways to defend a house from infantry invasion.  it involves things like putting netting over the windows to reduce the likelihood that grenades can be thrown in, and placing barbed wire or nails on the stairs leading into the building to reduce the enemy's mobility.
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--- #3 messages/649 ---
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 when playing co-operative strategy games, a build focused purely on
 self-defence and community organizing can easily fail your allies. You cannot
 win with a purely defensive build, you must have offensive capabilities as
 well.
 
 We've been trained from a young age to believe that offensive = bad, wrong,
 evil, but that's simply not true. You cannot execute a flanking maneuver
 without pushing forward behind enemy lines, where you can hit them in their
 sides or rear.
 
 Trust me, flanking is the best way to defeat a foe, because they are forced to
 split their attention not only between multiple enemies but also multiple
 directions.
 
 The more shots on target, the better your chances of success, because most of
 the time it only takes one hit to win.
 
 In addition, sometimes it's important to *intercept* your foes, either as they
 flee or to protect a vulnerable friend that is being pounced upon or flanked.
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--- #4 fediverse/2206 ---
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 Protests are not the battleground, they are the stage. The gym. The pride
 parade.
 
 Some people should not go to protests. In card games, it's often best to save
 your best cards for last, when your opponents can least resist. Or at least,
 save them for when they are most crucial.
 
 I read recently about how Russian spec-ops forces (the truly best of the best)
 have been absolutely devastated because they keep sending them to the
 frontline to die for inches of breadth.
 
 I'm not spec ops, but I don't go to protests for a different reason.
 
 Mostly because nobody thought to invite me xD xD lol so silly
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--- #5 fediverse/3023 ---
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 I love the game Running with Rifles
 
 if you live for 5-10+ minutes, you can learn a lot of interesting things about
 how to engage a foe.
 
 like, the importance of cover at all times, until you successfully outmaneuver
 your foe.
 
 when an enemy approaches, don't step out to meet them
 
 wait for them to attack, and then throw explosive devices at them. easy peasy.
 
 or, y'know, bullets
 
 you cannot defeat an enemy head on - that's why the world wars were so
 devastating, we put ALL our soldiers at 100% on ALL flanks. We had to to
 contest the foe who was doing the same thing.
 
 it is mindboggling how many people died. The utmost scale of destruction that
 should ever yet be. because they were never allowed to outmaneuver their foe.
 
 a good way to strike is to feint your foe, and let your foe enroach on your
 edge, spreading their surface area across a large, thin, useless piece of land.
 
 basically, make them fight a bit of the land war in asia in your borders.
 
 then, you can strike at the hinge, where they are weaker
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--- #6 fediverse/886 ---
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 if you want to win when confronting a spirit, all you have to do is convince
 it that you've beaten it.
 
 as long as you're persistent then you're fine. Unless, of course, there's a
 beast of a man hiding behind the illusion, in which case you should do your
 best to avoid being stabbed or whatever.
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--- #7 fediverse/2564 ---
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 │ CW: frontline-tactics │
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 pretend like you're playing leap-frog
 
 one person goes up to a sightline, watches with bated breath, another
 cautiously advances through the area covered by their teammate, before
 covering their back-to-forth advancement. first one, then the other, watch out
 for flanks.
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--- #8 messages/383 ---
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 the most successful strategy is always to strike from a position of strength.
 whether that be timing or power, the goal is to defeat the problem that lies
 before you. One by one, problems are solved, until at last you're through the
 worst of it. Then it's just a matter of expressing dominance, and "this is how
 thing's're gonna be."
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--- #9 fediverse/2683 ---
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 when people are alone, they fall alone, with nobody to bolster them up.
 
 a fallen ally is a blow to morale. shaken morale makes you unsteady - broken
 morale is the enemy's win condition.
 
 help your allies. bolster them up. find those whose cause you share enemies
 with. we're going to get through it together, or not at all.
 
 though I do know we will get through it.
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--- #10 fediverse/4033 ---
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 │ CW: war-mentioned-death-blood-guts │                                           │
 └────────────────────────────────────┘                                           │
 now that we fight wars without peering into the eyes of our foes, our            │
 observation equipment has the opportunity to lie to us.                          │
 like, what if we just deepfaked ukrainian soldiers onto the targeting            │
 computers of russian drones                                                      │
 we could fight wars, observe the effect of our machinery, and burn metal,        │
 plastic, and silicon (because apparently that's the best use for these things    │
 ???) without harming a living soul                                               │
 seriously, stop with the gazas                                                   │
 stop with war for the sake of testing equipment that is only designed for war    │
 it is no longer a necessity, now that we have more than enough to share.         │
 and that truly is the bane wielded by socialism - if everyone just... gave       │
 away anything they had, suddenly there's no more reason to fight. And if         │
 everyone stopped fighting, they're out of a job.                                 │
 can we just like... cancel all jobs, and then add them back in piece-by-piece?   │
 "yes you're essential, doctors, nurses, firefighters, ambulance drivers, food    │
 delivery trucks, electricity grid mainta                                         │
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--- #11 fediverse/2600 ---
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 @user-1268 
 
 it's important to ask whether the actions of your allies is valuable or
 impactful in some way.
 
 otherwise your team falls prey to the placement of "bait" which causes you to
 assume that the direction of attack is under control.
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--- #12 messages/29 ---
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 The reason players don't talk on mics in Overwatch at low  ranks is because
 nobody else is. So they spend extra effort on tracking the enemy team that
 could be supplied by team member call outs. Like "Reaper flanking right" or
 "Hog no hook" or heck even "rezzing" and "15 seconds on rez" or "I have
 [insert ultimate]"
 
 That's all data they have to gather themselves, so it's extra brainpower that
 can't be focused on the game because it's spent in other ways (namely by
 listening to team call outs) and if you have 75% of your brain on just staying
 alive and winning fights, then you'll have less brain power available both to
 communicate and to listen and integrate communication. Like being aware of the
 game state and positioning are all cerebral tasks and if your cerebral center
 is so focused on short term reflex things like mechanical skill then there's
 less available to allocate
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--- #13 fediverse/6264 ---
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 the more you can make your opponent adjust, the more you progress toward
 victory.
 
 burn their calories. make them work for it. if they're stronger, you're weak.
 plan as with that in mind.
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--- #14 fediverse/5592 ---
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 infantry with small arms fire to pin down a target at a location while the
 long-ranged ordinance is along the way
 
 explosive drones, long-range but small payload rockets, but probably not
 artillery since it must be precisely applied when infantry are engaged.
 
 the dumber the fire, the less precise the munition. usually.
 
 infantry under this doctrine would only be ideal to use when the location is
 reachable by long-range ordinance.
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--- #15 fediverse/5433 ---
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 war is hell and should be avoided at all costs
 
 "does that mean we should do shadow conflicts and do spy-vs-spy shit all day
 every day?"
 
 no, that's a type of warfare too. and is also hell. no thank you.
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--- #16 fediverse/1014 ---
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 @user-744 @user-246 
 
 it's exhausting, but what are we supposed to do? Lie down and rot? That's
 incel thinking. I'm not going to do that.
 
 They've already placed the last straw. It's only a matter of time now, the
 tide has shifted. You can't prepare for everything, and it's not a good idea
 to waste yourself in self-conflageration, but they are increasingly forcing us
 to orient our lives around them.
 
 They deserve what's coming.
 
 The oppressed are not the defeated.
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--- #17 fediverse/2678 ---
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 │ CW: cursed-but-useful-technology │                                             │
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 "the goal is to have multiple people piloting different sections of the drone    │
 swarm. the image recognition technology will adapt and eliminate any hostiles    │
 within range, while also attempting to place themselves in positions which       │
 maximize the camera coverage of areas the others can't see. then, the director   │
 can say "you 5 move east 1/4th of a mile" based on their vision from the         │
 combined camera output from the drones.                                          │
 the "fog of war" should not be black, also, but rather it should be the vision   │
 of the long-range camera style drone up above. if you have multiple, you can     │
 take their vision and find the angle based on their coordinates and elevation    │
 (soh-cah-toa) and then you should have another perspective which can fill in     │
 quite a few blanks.                                                              │
 in fact if you had at least 4 of them you could reliably cover every corner of   │
 the city. notdownstrets                                                          │
 depending on how the factory situation is going, could be used with infantry     │
 too, but like... human conflict? in this era? how barbaric.                      │
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--- #18 fediverse/3007 ---
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 like... did you know most battles ended when everyone ran away? Most people
 think they're like, endless gauntlets of death to-the-death. no, it's not
 really like that, more like "stick around as long as possible and try to get
 'em before they get us"
 
 plus some general orders from the guys on horses like "start moving toward the
 sun" or "move onto the high ground"
 
 'cause like, if you hear something like that then you better follow their
 commands, if you don't then all your buds will leave you to get ganked.
 
 these days... our comms are so hackable that like, are you really gonna
 communicate over infrastructure they control? oy...
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--- #19 messages/1451 ---
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 first start to any sort of insurgency or rebel alliance is mobile factories.
 you gotta be able to make your x-wings in space. similarly, drones being built
 between wall-less semi trucks assembly line style. with a helipad on top, and
 networked with servo-motor struts that follow the exact path and momentum of
 the truck ahead of it, recorded and passed down to the past. what was I
 saying? oh yes they could exchange drone parts across these barriers and build
 an entire drone that could be deployed at will. well, so long as the roadsigns
 hold out (whoops) I think it works better for the Rebel Alliance, united
 against one foe as a state federation. (downside is then you forget who you're
 meant to be and you only remember the pack.) well it's probably fine so long
 as you fight for your patrons, or more ideally, for ideals that everyone can
 understand
 
 beware, Iran in the summer
 
 wear your white clothes
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--- #20 notes/game-idea-legion-td ---
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 okay a game like legion td except you can see the entire map, the units are
 very
 small (but still distinct) and it plays more like a game of Dominions. Armies
 instead of units, like in WC3. Led by lieutenants which are guided by captains,
 each with their own effects. Tank, dps, melee, ranged, healer, support,
 corrupt,
 ranged tank, unique, etc. Of course, just like in legion td, there are multiple
 types of units, each of a particular category but possessing their own unique
 playstyle and usage scenarios. Essentially the game is finding the best tool
 for
 the job, whatever that may be. You should be able to see what mercenaries your
 opponent is summoning for you, because each turn is delayed. also, the
 units keep coming until you die, sorta like... minimum required to push through
 the chokepoint that you're holding with these particular units in this
 particular formation.
 
 oh and another thing
 
 the units should be placable not on a square grid, but rather in a hex
 formation
 arranged such that the middle unit is in contact with them all. Just like you'd
 place units for an aura in Legion TD.
 
 image describing said hex:
 
    **
   *  *
    **
 
 each * is a group of units (a batallion, if you will, of a particular size,
 arrangement, and density) - sorta like the formations in Dominions.
 
 anyway
 
 since you place units like that anyway, why not abstract away the grid and just
 have slots you can fill for each unit? And maybe a hero unit that is assigned
 to
 the board itself (you could have more than one) who will go wherever your line
 is weakest. Shouldn't be too hard, just calculate the value of all of the
 fighters in each location and return that to the hero as an array. Then pick
 the
 smallest one as a destination, and boom your hero reinforces the frontline
 where
 it's weakest.
 
 The center unit of course is for the lieutenant, and the "heros" are actually
 captains. Because y'know maybe heroism isn't celebrated the way it is in our
 culture. Anyway it's better to describe them based on their role rather than
 their reception.
 
 ... right so 
 
 =========================================================== stack overflow
 =====
 
 make the combat sorta like crusader kings - the actual army to army part.
 Except with three long boards that represent flanks. As your units approach,
 the
 boards would fill up with pixels. (resolution configurable)
 
 there would also be a line (or block) approaching from the top of the screen.
 It
 essentially represents your distance to the other team.
 
 Each unit has been configured in the army management phase, which happens
 inbetween each turn. Essentially, while the game is loading, you can assess the
 units you have at your disposal, and
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