Series culmination, master system following SG We also introduce unique and versatile peripherals such as telecom packs, super control stations and motorcycle handles with a lot of photos. It is a perfect catalog without mistakes and it will be a valuable material in talking about the history of home games. Recommended for you. Please log in or create account to submit your link recommendations. Log in or create account to post your own reviews. G-Walk releases a new product.
Please upgrade to Cram Premium to create hundreds of folders! Flashcards FlashCards Essays. Create Flashcards. Share This Flashcard Set Close.
NAVSUP P, VOLUME I, P Chapter 2 Flashcards - amanapabutec.tk
Please sign in to share these flashcards. We'll bring you back here when you are done. Sign in Don't have an account? Set the Language Close. Add to Folders Close.
Please sign in to add to folders. Upgrade to Cram Premium Close. Upgrade Cancel. Study your flashcards anywhere! How to study your flashcards. Play button. Card Range To Study through. Supply Officer. COSAL maintenance action number sequence. Aviation Consolidated Allowance List.
Part II, Section B. Ordnance Equipage. What does a "G" or "6" indicate in the first digit of an AEL? Nuclear Reactor Plant Equipage. What does an "E" or "4" indicate in the first digit of an AEL? Flag Allowance Equipage. What does an "I" or "8" indicate in the first digit of an AEL? Trident Equipage. What does a "H" or "7" indicate in the first position of an AEL? Portable Electronic Equipage. What does a "B" or "1" indicate in the first position of an AEL? What does a "F" or "5" indicate in the first position of an AEL?
Special project office. What does a "C" or "2" indicate in the first position of an AEL? Miscellaneous equipage. What does a "D" or "3" indicate in the first position of an AEL?
Automotive construction. What does a "J" or "9" indicate in the first position of an AEL? Nuclear Weapons Equipage. What publication are Note Codes found in? Unit of Issues are contained in what appendix of the P? What subsection of the GUCL is a statistical summary of the total number of line items by material category, separated into hazardous and non-hazardous? What does NCB code "00" indicate? United States. What does NCB code "21" indicate? What list provides current data required for requisitioning purposes? Management Data List. What list reflects the range and depth of materials carried by CLF ships?
Load Lists. What document identifier is used for ordering tech manuals?
List four NICN codes most commonly used? Who assigns NSNs to material? An NSN consists of how many digits? What is FSC group 25? What is FSC group 40? What is FSC group 42? What is FSC group 51? Hand tools.
What is FSC group 62? Light fixtures.
What is FSC group 99? What countries use the Federal Catalog System? Notice that throughout this sequence, White has very few choices, and Black just keeps on accumulating more and more stable discs. In general, once your opponent is out of safe moves, you should try to keep him out of moves for the rest of the game.
I have seen many examples where people let their opponent back in the game by getting too fancy in the endgame, trying to squeeze out every last disc instead of winning in the simplest way possible. With the board changing rapidly it is easy to overlook something and make a silly mistake. Always remember that in the endgame, simple is best. Diagram shows another example where Black has run White out of moves. Here again, Black should be looking for the simplest way to win the game. While in this case grabbing the corners is sufficient to win, it is not that easy to build from the corner.
For example, in Diagram , if Black takes a8, then White plays away diagonally at b5, and Black can not extend away from a8. The easiest way to win is shown in Diagram Black begins with a7, intentionally giving up the a8 corner, and continues with a6, allowing White to take four discs on the edge. Black can then repeat the same moves near the a1 corner, as shown in Diagram After filling in the last four squares Diagram the final position is reached in Diagram Notice how White has taken the left edge, but little else.
Black has captured many discs in the middle of the board, and hence this technique is called an interior sweep. It is also worth noting that throughout the entire sequence, every White move was forced. While there are many occasions when taking the corner is better than using an interior sweep, it is usually much easier to finish the game using an interior sweep. It is often possible to leave your opponent with no choices for the rest of the game as you build up more and more stable interior discs.
Diagram shows another example which is similar to Diagram , except that black has a much smaller lead as the bottom edge is white. Black will again want to execute an interior sweep, but note that this time Black must start with a2 rather than a7. If he starts with a7, as shown in Diagram , then White ends up doing most of the sweeping, and Black will lose. Much better for Black is to start with a2 Diagram , near the edge which he owns.
Now Black can properly execute an interior sweep, capturing most of row 7 on his last move, when it is too late for White to recapture those discs. Interior sweeps can also be used on two different edges. In Diagram , Black can certainly play a move such as e1 and use the disc on e4 to take the corners, but it is much easier to win with an interior sweep, as shown in Diagram The preceding examples were relatively easy, since one side had already run out of moves. One common way to create this sort of situation is to use diagonal control , i. While this term could be used to talk about any diagonal line, in the endgame it usually refers to the long diagonals that run from a1 to h8 or a8 to h1, as shown in Diagram Usually these are called the main diagonals , although in Japan they are often referred to as the whiteline and blackline owing to the color of the discs in the starting position , respectively.
Diagonal control often allows you to move to an X-square, or sometimes both X-squares on the same diagonal, without offering your opponent a corner. These moves usually gain a tempo, and are often enough to run your opponent out of moves. Diagram shows an example to illustrate the basic idea. White should play to g7, controlling the main diagonal, as shown in diagram Black has no choice but to play g8, allowing White to sweep around the edges and win easily.
Positions similar to the one in Diagram occur with great frequency in games where both players are using the basic strategy of avoiding X-squares. In such games, almost the entire board becomes filled in, with the X-squares and corners empty. If one player can control a diagonal, as in Diagram , the result is usually a lopsided victory for that player.