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<channel>
	<title>Tactical Realism</title>
	<link>http://tacticalrealism.com</link>
	<description>Promoting tactical realistic gameplay.</description>
	<pubDate>Wed, 13 Dec 2006 07:56:32 +0000</pubDate>
	<generator>http://wordpress.org/?v=2.0.2</generator>
	<language>en</language>
			<item>
		<title>Tactical Historic Society</title>
		<link>http://tacticalrealism.com/2006/12/12/tactical-historic-society/</link>
		<comments>http://tacticalrealism.com/2006/12/12/tactical-historic-society/#comments</comments>
		<pubDate>Wed, 13 Dec 2006 02:56:17 +0000</pubDate>
		<dc:creator>McIntyre</dc:creator>
		
	<category>Tactical Realism</category>
	<category>History</category>
	<category>Games</category>
	<category>Clans</category>
	<category>Interviews</category>
		<guid isPermaLink="false">http://tacticalrealism.com/2006/12/12/tactical-historic-society/</guid>
		<description><![CDATA[The THS was founded in 2004 with a project called Code-Ronin, Zen&#8217;s new Tactical Realism project &#8220;Bloodlines&#8221;  is the first project  with details to try and understand  how Tactical rules came to be and how the first clans formed around this very unusual rule set.
Me: Who did you create THS with?
Zen: The [...]]]></description>
			<content:encoded><![CDATA[<p>The THS was founded in 2004 with a project called Code-Ronin, Zen&#8217;s new Tactical Realism project &#8220;Bloodlines&#8221;  is the first project  with details to try and understand  how Tactical rules came to be and how the first clans formed around this very unusual rule set.</p>
<p>Me: Who did you create THS with?<br />
Zen: The THS has been created entirely by myself, however I have gathered information about the history or Tactical gaming from hundreds of people.</p>
<p>Me: What are your goals for THS?<br />
Zen: The THS has the same goals that my earliest projects had along with a few minor goals.<br />
1st. Provide a running history and information outlet for how tactical began, grew, and how it impacts gaming today.<br />
2nd. Provide a meeting place and contact point for the countless tactical vets who made this what it is, and to re-connect the tactical clans to their history.  Establish a working system for record keeping.  Create an atmosphere that is fun and carefree enough to develop a gathering point for Tact gamers. Substitute the “Stress” gathering points like the TCC and the CoDTRA with a much more open, no restriction membership Tactical hub.</p>
<p>The Tactical Historic Society &#8220;Bloodlines&#8221; Project may be viewed at www.tactical.clanguide.net
</p>
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		<item>
		<title>Online Tactical Realism league Release</title>
		<link>http://tacticalrealism.com/2006/12/07/otr-league-release-2/</link>
		<comments>http://tacticalrealism.com/2006/12/07/otr-league-release-2/#comments</comments>
		<pubDate>Thu, 07 Dec 2006 22:53:58 +0000</pubDate>
		<dc:creator>McIntyre</dc:creator>
		
	<category>Tactical Realism</category>
	<category>Games</category>
	<category>Red Orchestra</category>
	<category>Call of Duty</category>
	<category>Interviews</category>
	<category>Battlefield 2</category>
		<guid isPermaLink="false">http://tacticalrealism.com/2006/12/07/otr-league-release-2/</guid>
		<description><![CDATA[After Online Tactical Realism League&#8217;s downfall in October 2005, OTR League is finally back with the new release of Pheonix CS a new Competition Managment System that is rated #1 Unreleased CMS. With the addition of a website design team that will be coming up with the release of OTRL V.2.0 Website with all new [...]]]></description>
			<content:encoded><![CDATA[<p>After Online Tactical Realism League&#8217;s downfall in October 2005, OTR League is finally back with the new release of Pheonix CS a new Competition Managment System that is rated #1 Unreleased CMS. With the addition of a website design team that will be coming up with the release of OTRL V.2.0 Website with all new Tactical Realism functions and programing. The details of this project is currently hidden from the public but the estimate release will be sometime in late July.</p>
<p>OTRL will begin it&#8217;s first season with Battlefield 2 (FH2 Mod), Call of Duty 2 (WRM Mod), and Red Orchestra.</p>
<p>&#8220;Online Tactical Realism League is not trying to seperate TR gamers from other leagues, or trying to be the best our goal is to unite all TR gamers into one community, for too long has there only be one TR league for only one game. OTRL is hoping to revolutionize that style by expanding into the popular TR games, each season there will be a addition of a new game depending on the popularity level of the games within the TR community.&#8221;</p>
<p>OTRL will be released sometime late in december.
</p>
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		</item>
		<item>
		<title>Looking for Author/Admin</title>
		<link>http://tacticalrealism.com/2006/08/13/looking-for-authoradmin/</link>
		<comments>http://tacticalrealism.com/2006/08/13/looking-for-authoradmin/#comments</comments>
		<pubDate>Mon, 14 Aug 2006 02:24:28 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
	<category>Tactical Realism</category>
		<guid isPermaLink="false">http://tacticalrealism.com/2006/08/13/looking-for-authoradmin/</guid>
		<description><![CDATA[Been a long time since I&#8217;ve updated this blog.  But i still feel passioniately about TR gaming and would like to see this site live on.
I&#8217;m looking for writers/authors/admins to continue bringing TR related news and discussion to this blog.  Please use the contact form to voice your interest.

]]></description>
			<content:encoded><![CDATA[<p>Been a long time since I&#8217;ve updated this blog.  But i still feel passioniately about TR gaming and would like to see this site live on.</p>
<p>I&#8217;m looking for writers/authors/admins to continue bringing TR related news and discussion to this blog.  Please use the contact form to voice your interest.
</p>
]]></content:encoded>
			<wfw:commentRSS>http://tacticalrealism.com/2006/08/13/looking-for-authoradmin/feed/</wfw:commentRSS>
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		<item>
		<title>GRAW demo</title>
		<link>http://tacticalrealism.com/2006/04/26/graw-demo/</link>
		<comments>http://tacticalrealism.com/2006/04/26/graw-demo/#comments</comments>
		<pubDate>Wed, 26 Apr 2006 20:11:08 +0000</pubDate>
		<dc:creator>NightStalker</dc:creator>
		
	<category>Tactical Realism</category>
	<category>Ghost Recon</category>
		<guid isPermaLink="false">http://tacticalrealism.com/2006/04/26/graw-demo/</guid>
		<description><![CDATA[Demo is out now - get it here.

]]></description>
			<content:encoded><![CDATA[<p>Demo is out now - get it <a title="GRAW demo" target="_blank" href="http://ghostrecon.com/us/newspost.php?id=15433">here</a>.
</p>
]]></content:encoded>
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		<title>Interview with Resistance and Liberation&#8217;s Ben Goldberg</title>
		<link>http://tacticalrealism.com/2006/04/24/interview-with-resistance-and-liberation-ben-goldberg/</link>
		<comments>http://tacticalrealism.com/2006/04/24/interview-with-resistance-and-liberation-ben-goldberg/#comments</comments>
		<pubDate>Mon, 24 Apr 2006 21:42:13 +0000</pubDate>
		<dc:creator>D6Veteran</dc:creator>
		
	<category>Mods</category>
	<category>Resistance and Liberation</category>
	<category>Interviews</category>
	<category>Previews</category>
		<guid isPermaLink="false">http://tacticalrealism.com/2006/04/24/interview-with-resistance-and-liberation-team/</guid>
		<description><![CDATA[I recently talked with Ben Goldberg, point man on the Resistance and Liberation mod team about their upcoming WW2 shooter.  RnL is being built on the HL2 engine and plans to take realism to the next level: the creators of RnL are calling the mod a &#8220;world war two infantry simulation&#8221;.
TR: Why make Resistance [...]]]></description>
			<content:encoded><![CDATA[<p>I recently talked with Ben Goldberg, point man on the Resistance and Liberation mod team about their upcoming WW2 shooter.  RnL is being built on the HL2 engine and plans to take realism to the next level: the creators of RnL are calling the mod a &#8220;world war two infantry simulation&#8221;.</p>
<p><strong>TR:</strong> Why make Resistance and Liberation?<br />
<strong>Ben Goldberg:</strong> Well firstly we are making RnL because it is the game that we have all wanted to see. The team is striving to make RnL the most realistic experience possible because it is the game that we have all envisioned and want to play.</p>
<p><strong>TR:</strong> Why focus on the 82nd airborne in Normandy?<br />
<strong>Ben Goldberg:</strong> At the time the team started development there were several other mods basing their gameplay around the Army, so naturally we choose to do the airborne. In addition using the 82nd airborne also opened up possibilities of using the 101st as well, this allows us to look at some of the other areas of the war that have not been touched or not been done realistically.</p>
<p><strong>TR:</strong> What modding experience does the RnL team have, and what are some games or mods that have influenced them?<br />
<strong>Ben Goldberg:</strong> Our development team as a whole has been modding for years on many different engines, several of the team actually do their respective jobs full time. As for influences RnL will be a game unlike any other, we are not aiming to be like any other game out there. However the team has been influenced by games such as Day of Defeat, World War 2 Online, and Brothers in Arms just to name a few.</p>
<p><a id="more-82"></a></p>
<p><strong>TR:</strong> There&#8217;s a line that every player draws between realism and fun. How has the RnL team decided where to draw that line when deciding on the scope of realism features?<br />
<strong>Ben Goldberg:</strong> Well in RnL there is no line, we are attempting to make the gameplay as realistic as possible on the engine. Some people may worry that this simply wont be fun, however from our early play tests I can give you my guarantee that the gameplay is most certainly fun. We play test and will continue to as long as we are in development and if we find something that just flat out kills the gameplay we will remove it. RnL is aiming to be the thinking man&#8217;s game, not just another run and gun shooter.</p>
<p><strong>TR:</strong>  What features will RnL have that push the gameplay beyond that of previous WW2 realism mods?<br />
<strong>Ben Goldberg:</strong> Well firstly RnL is going to include realistic ballistics, if you get hit by a high caliber round you are either going to be dead or incapacitated. Our NCO system is also a major point of difference from other similar mods. The NCO is the only member of a squad with a map of objectives and provides a moral boost for any soldier sticking near him; the NCO is a crucial person in the heat of battle. RnL will also have no HUD whatsoever, we wont be displaying scores so the focus is more on helping your team to win, not personal scores. We&#8217;ve also got quite a few more things that we aren’t ready to let out yet as well.</p>
<p><strong>TR:</strong> How many players will the RnL maps support?<br />
<strong>Ben Goldberg:</strong> Ideally our maps support 32 players, however they can support more.</p>
<p><strong>TR:</strong> Compared to other current generation engines, is the HL2 engine providing any advantages for implementing RnLs aggressive gameplay goals?<br />
<strong>Ben Goldberg:</strong> The main reason we chose the Source engine was the easy access tools and the support we constantly get from Valve. In addition its a great engine to work with.</p>
<p><strong>TR:</strong> Will the NCO system play a role in spawning?<br />
<strong>Ben Goldberg:</strong> We are currently testing several options, but at this time we cant answer that question.</p>
<p><strong>TR:</strong> How will morale be implemented in RnL?<br />
<strong>Ben Goldberg:</strong> Morale will play a couple of key factors, both positive and negative. Anytime a machine gun goes off around you it will affect your stamina and aim, it is more of a suppression system than morale. Positively the system allows for more than just gaining bonuses such as better aim or stamina for being around an NCO. It means it is more practical to be with an NCO so you can see his map, use the radio, among other things.</p>
<p><strong>TR:</strong> RnL is described as an Infantry Simulator.  Does this mean there will be no vehicles in RnL?<br />
<strong>Ben Goldberg: </strong>No there will not be vehicles in the initial versions of the mod.  We feel that until we are able to do vehicles realisticly and give them the ability to be player manned, that we can do without.  This isnt ruling out the possibility of vehicles in the long term, however they won&#8217;t be in the first versions.</p>
<p><strong>TR:</strong> Will there be artillery or other forms of fire support available in RnL?<br />
<strong>Ben Goldberg:</strong> We are planning on fire support in the form of light mortars used as an item, not a spawnable class.  However it is not clear at this time whether or not it will make it into the initial release.</p>
<p><strong>TR:</strong> How will heavy weapons, like the .30 cal be implemented?<br />
<strong>Ben Goldberg:</strong> We plan on giving machine gunners the ability to deploy their bi-pods on most surfaces as well as use of an assistant gunner who will carry extra ammo and give certain bonuses for his services.  However at this moment it is still open for change and a work in progress.</p>
<p><strong>TR:</strong> Is there anything more you&#8217;d like to share with TR fans about Resistance and Liberation?<br />
<strong>Ben Goldberg:</strong> We are currently looking for a player animator and anyone with any interest please go to resistanceandliberation.com and fill out an application. Also our irc channel #resistancemod on the Gamesurge network is the best place for all your RnL info as well as some exclusive screens.</p>
<p>For more information on the Resistance and Liberation mod please visit their <a target="_blank" title="Resistance and Liberation" href="http://www.resistanceandliberation.com/">home page</a>.  My experience with the team so far is they are very receptive to feedback and comments on features so if you got ideas post them on their forums.</p>
<p align="center"><a class="imagelink" title="Resistance and Liberation Map Image" onclick="doPopup(108);return false;" href="http://tacticalrealism.com/wp-content/uploads/2006/04/rnlstemariedumont00152ar.jpg"><img width="120" height="96" id="image108" alt="Resistance and Liberation Map Image" src="http://tacticalrealism.com/wp-content/uploads/2006/04/rnlstemariedumont00152ar.thumbnail.jpg" /></a> <a class="imagelink" title="RnL Map Image" onclick="doPopup(107);return false;" href="http://tacticalrealism.com/wp-content/uploads/2006/04/rnlstemariedumont00144gw.jpg"><img width="120" height="96" id="image107" alt="RnL Map Image" src="http://tacticalrealism.com/wp-content/uploads/2006/04/rnlstemariedumont00144gw.thumbnail.jpg" /></a> <a class="imagelink" title="Resistance and Liberation Map Image" onclick="doPopup(109);return false;" href="http://tacticalrealism.com/wp-content/uploads/2006/04/rnlstemariedumont00175od.jpg"><img width="120" height="96" id="image109" alt="Resistance and Liberation Map Image" src="http://tacticalrealism.com/wp-content/uploads/2006/04/rnlstemariedumont00175od.thumbnail.jpg" /></a></p>
<p align="center">RnL promises to be one of the most beautiful WW2 shooters yet.</p>
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		<title>GRAW Demo Next Week?</title>
		<link>http://tacticalrealism.com/2006/04/23/graw-demo-next-week/</link>
		<comments>http://tacticalrealism.com/2006/04/23/graw-demo-next-week/#comments</comments>
		<pubDate>Sun, 23 Apr 2006 18:31:37 +0000</pubDate>
		<dc:creator>NightStalker</dc:creator>
		
	<category>Tactical Realism</category>
	<category>Ghost Recon</category>
		<guid isPermaLink="false">http://tacticalrealism.com/2006/04/23/graw-demo-next-week/</guid>
		<description><![CDATA[Posted by Rocky on Saturday, April 22 2006
GR:AW PC could be on your PC sometime next week according to a post by a moderator in the French Ubisoft forums. The best translation I can come up with at this time is&#8230; 
&#8220;Well, the demo is out next week!  One of the folks that were [...]]]></description>
			<content:encoded><![CDATA[<p>Posted by Rocky on Saturday, April 22 2006<br />
GR:AW PC could be on your PC sometime next week according to a post by a moderator in the French Ubisoft forums. The best translation I can come up with at this time is&#8230; </p>
<p>&#8220;Well, the demo is out next week!  One of the folks that were at the fan&#8217;s day yesterday asked the question and one said for them that the demo is due out next week but no exact date was specified.&#8221; </p>
<p>Keep your eyes peeled on the official sites for the exact date and content of the demo. Forum discussion here.</p>
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		<title>CoD2 Patch and Map Editor</title>
		<link>http://tacticalrealism.com/2006/04/20/cod2-patch-map-editor/</link>
		<comments>http://tacticalrealism.com/2006/04/20/cod2-patch-map-editor/#comments</comments>
		<pubDate>Thu, 20 Apr 2006 20:06:43 +0000</pubDate>
		<dc:creator>Zero</dc:creator>
		
	<category>Games</category>
	<category>Call of Duty</category>
	<category>Tools</category>
		<guid isPermaLink="false">http://tacticalrealism.com/2006/04/20/cod2-patch-map-editor/</guid>
		<description><![CDATA[The long long long awaited multiplayer patch for CoD2 as well as a badly needed map editor, have been released!  The patch includes punkbuster support and two new maps (actually one new map &#8216;Rhine&#8217; and one updated map &#8216;Harbor&#8217;).  The map editor features Radiant as well as Maya plugins.
Get the patch here.
Get the [...]]]></description>
			<content:encoded><![CDATA[<p>The long long long awaited multiplayer patch for CoD2 as well as a badly needed map editor, have been released!  The patch includes punkbuster support and two new maps (actually one new map &#8216;Rhine&#8217; and one updated map &#8216;Harbor&#8217;).  The map editor features Radiant as well as Maya plugins.</p>
<p>Get the patch <a title="Cod2 Patch" target="_blank" href="http://www.gamespot.com/pc/action/callofduty2/download.html?page=1&#038;sid=6147452">here</a>.</p>
<p>Get the tools <a title="CoD2 Map Editor" target="_blank" href="http://www.downloads.iwnation.com/COD2Map_Mod_Tools/">here</a>.
</p>
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		<title>Tactical Gamer Mod for BF2</title>
		<link>http://tacticalrealism.com/2006/04/17/tactical-gamer-bf2-mod/</link>
		<comments>http://tacticalrealism.com/2006/04/17/tactical-gamer-bf2-mod/#comments</comments>
		<pubDate>Mon, 17 Apr 2006 18:44:28 +0000</pubDate>
		<dc:creator>Zero</dc:creator>
		
	<category>Games</category>
	<category>Mods</category>
	<category>Battlefield 2</category>
		<guid isPermaLink="false">http://tacticalrealism.com/2006/04/17/tactical-gamer-bf2-mod/</guid>
		<description><![CDATA[Tactical Gamer has released a mod for BF2 that intends to provide emphasis on team-based execution of strategy &#038; tactics:
Selected Feature List:

Changes to soldier classes and vehicles that promote strong teamwork
Balances air power and ground forces
Supports high quality custom maps, including maps from the TotalBF2 Map Packs
Balances and adds ticket bleed to all maps
Increased bullet [...]]]></description>
			<content:encoded><![CDATA[<p><a title="Tactical Gamer" target="_blank" href="http://www.tacticalgamer.com/">Tactical Gamer</a> has released a mod for BF2 that intends to provide emphasis on team-based execution of strategy &#038; tactics:</p>
<blockquote><p><u>Selected Feature List:</u></p>
<ul>
<li>Changes to soldier classes and vehicles that promote strong teamwork</li>
<li>Balances air power and ground forces</li>
<li>Supports high quality custom maps, including maps from the TotalBF2 Map Packs</li>
<li>Balances and adds ticket bleed to all maps</li>
<li>Increased bullet and anti-tank missile damage</li>
<li>Blood effects for bullet impacts</li>
<li>Improved smoke grenades for most soldier classes</li>
<li>Increased vehicle wreckage and soldier bodies on the battlefield</li>
<li>Locked armor and aircraft for own team</li>
<li>Removed Artillery and UAV</li>
<li>Tactical Mod: Special Forces includes enhanced grappling hooks and zip lines on all maps, including original BF2 maps</li>
</ul>
</blockquote>
<p>Locking vehicles to the owning team will go a long way towards cleaning up the gameplay in BF2 imo.</p>
<p>Read more about the mod <a target="_blank" title="Tactical Gamer BF2 Mod" href="http://www.tacticalgamer.com/tactical-gamer-news-items/71872-tactical-gamer-launches-tactical-mod-battlefield-2-a.html">here</a>.  Download the mod <a target="_blank" title="Tactical Gamer BF2 Mod" href="http://www.tacticalgamer.com/battlefield-2-tactical-mod-information-faq/71665-download-installation.html">here</a>.
</p>
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		<title>Firing Squad Reviews RO: Ost 41-45</title>
		<link>http://tacticalrealism.com/2006/04/17/firing-squad-review-ro/</link>
		<comments>http://tacticalrealism.com/2006/04/17/firing-squad-review-ro/#comments</comments>
		<pubDate>Mon, 17 Apr 2006 18:31:11 +0000</pubDate>
		<dc:creator>D6Veteran</dc:creator>
		
	<category>Games</category>
	<category>Reviews</category>
	<category>Red Orchestra</category>
		<guid isPermaLink="false">http://tacticalrealism.com/2006/04/17/firing-squad-review-ro/</guid>
		<description><![CDATA[The Firing Squad posted a late but well thought out review of Red Orchestra.  It&#8217;s interesting how many reviews end up comparing RO to BF2 and this review is no exception.  They give RO a 75%, which is a little low in my opinion, however they do recgonize where it beats games like [...]]]></description>
			<content:encoded><![CDATA[<p>The <a title="Firing Squad" target="_blank" href="http://firingsquad.com/">Firing Squad</a> posted a late but well thought out review of Red Orchestra.  It&#8217;s interesting how many reviews end up comparing RO to BF2 and this review is no exception.  They give RO a 75%, which is a little low in my opinion, however they do recgonize where it beats games like BF2 in terms of TR play.</p>
<blockquote><p>As a consequence of these gameplay decisions, Red Orchestra does play out fairly realistically. Unlike the Battlefield games, there are fairly clear lines of battle and no enemies spawning behind you just because they captured a flag thirty seconds ago. Objectives tend to be captured in some fashion resembling order – perhaps you may rush up a bridge and capture both sides of a river before securing your own side all along the river, perhaps not, but there’s little incentive to rush behind enemy lines since spawn points are fixed.</p></blockquote>
<p>Read the full review <a title="Firing Squad Reviews RO" target="_blank" href="http://firingsquad.com/games/red_orchestra_review/">here</a>.
</p>
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		<title>First Badge of Blood Soldier Model</title>
		<link>http://tacticalrealism.com/2006/04/17/badge-of-blood-solider-model/</link>
		<comments>http://tacticalrealism.com/2006/04/17/badge-of-blood-solider-model/#comments</comments>
		<pubDate>Mon, 17 Apr 2006 18:23:33 +0000</pubDate>
		<dc:creator>D6Veteran</dc:creator>
		
	<category>Tactical Realism</category>
	<category>Games</category>
	<category>Mods</category>
		<guid isPermaLink="false">http://tacticalrealism.com/2006/04/17/badge-of-blood-solider-model/</guid>
		<description><![CDATA[The team over at Badge of Blood have posted an update including the first soldier model.  I still have hopes that this game is being developed with some realism components and that the full featured class and campaign system will adapt well for TR play.  Time will tell.

]]></description>
			<content:encoded><![CDATA[<p>The team over at <a title="Badge of Blood" target="_blank" href="http://www.badgeofblood.com/">Badge of Blood</a> have posted an update including the first soldier model.  I still have hopes that this game is being developed with some realism components and that the full featured class and campaign system will adapt well for TR play.  Time will tell.</p>
<div style="text-align: center"><img width="409" height="305" id="image101" alt="Badge of Blood Soldier Model" src="http://tacticalrealism.com/wp-content/uploads/2006/04/gpa_soldier_400x300.jpg" /></div>
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