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Char et propagande : une histoire entremêlée


Piterboys

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Il suffit de se pencher quelques instants sur la situation actuelle en Ukraine pour observer que le char d'assaut est un objet qui fascine les médias. Ceci ne date pas d'hier, et cela justifie aujourd'hui tout un imaginaire qui est associé à ces monstres d'acier.

Le char apparaît au début du XXe s dans les lignes alliées. Il s'agit plus de prototypes de série, que des machines réfléchies, éprouvée par le temps et l'expérience. Et cet outil militaire précoce essuie de nombreux échecs notamment durant la célèbre bataille de la somme qui eut lieu de juillet à novembre 1916. Les Mark Tanks britanniques ont échoué face aux canons et mitrailleuses allemandes et pourtant en Angleterre, on chante les louanges de cette arme présentée comme la clef de la victoire. Mais ces louanges médiatiques ne sont pas moins une manœuvre politique afin de persuader l'opinion du bien fait de ce projet que sont ces cuirassiers terrestres. Et persuader l'opinion, c'est surtout s'assurer que la population accepte de souscrire à l'emprunt de guerre, essentiel pour assurer une stabilité dans l'industrie militaire et plus globalement la guerre.

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Ci-dessus le fameux Mark V Infantery Tank employé par le Royaume-Uni dans les années 1916 - 1930 et qui fut l'origine d'une très grande propagande médiatique.

La Première Guerre Mondiale n'est pas le seul exemple de la mutuelle influence des chars et des médias. La Seconde Guerre Mondiale, véritable ère de la propagande entretien et exploite au maximum ce lien. Que ce soit soviétique, alliée ou allemand, chacun trouva en son arme blindée une source inépuisable de mythe, assurant l'écrasante supériorité technologique sur son adversaire, effaçant la réalité toujours peu voire pas glorieuse du char qui fit autant de victime dans les rangs ennemies que dans les équipages qui les composaient. Et c'est ainsi que le nom de T-34 ou bien de Panzer VI Tigre I sont gravé dans les mémoires collectives, surreprésentés dans les médias (on peut même dire propagande dans notre cas) d'époque, et encore aujourd'hui.

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Ci-dessus un Tigre I . Cette image est caractéristique de la Heer (armée allemande), au coté de ce mastodonte d'acier, aujourd'hui icône de l'industrie nazie, on voit deux carrioles tirées par des soldats allemands. Rappelant ainsi que derrière la motorisation des armes, l'approvisionnement de la Wehrmacht était hippomobile.

La Guerre Froide, avec la bombe atomique a sans nul doute atténué l'impact médiatique du char dans les années 50 voire 60, mais la Guerre de Corée et le Vietnam (L'Algérie et l'Indochine dans le cas français) lui redonna tout éclat et sens. Quoi qu'il en soit, une nouvelle arme ultime était trouvée : la bombe H.

La guerre en Ukraine nous a montrée cependant que l'image laissée et entretenue par les médias en ce qui concerne les chars est toujours d'actualité. On assurait l'écrasante domination russe par ces chars, au côté des pertes humaines, on y joint les pertes blindées, et ainsi de suite.

Ainsi, faire l'histoire du char, une arme qui reconnaissons-nous est mythique, c'est avant tout faire l'histoire de la propagande et de la guerre.

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  • 3 months later...

Ton post ravive des souvenirs familiaux lointains.

Mon père à fait les 3 guerres dans la Cavalerie Blindée:

-la 1ere (la seconde guerre mondiale) ou il fut fait prisonnier, puis rapatria des Tigres et des Panzer d’Allemagne en France  après l'armistice.

-l'Indochine ou il enterra ses chars (Schermann et Alligator )  jusqu'au raz de la partie inférieure des tourelles, car les chars manquaient de carburant, de pièces détachées, et n'étaient pas adaptés mécaniquement en combat de terrain.

-l'Algérie ou les chars ne furent pas trop utilisés non plus.

Je suis comme toi un passionné de blindés, ayant passé ma jeunesse dans une "cité" militaire, et grandi en fréquentant obligatoirement les terrains de "manœuvre" le jeudi, ou j'ai appris à conduire sur Jeep à l'age de 13 ans.

J'ai conservé une collection de Dinky/Solido d'une quarantaine de pièces, puis j'ai assemblé un (le)Tigre Tamiya et un T34.

J'ai "trahi" la fibre des Blindés paternelle en m'engageant dans la Royale (la Marine) très jeune mais n'ai pas été au delà.

Les chars furent utilisés massivement pendant la guerre des 6 jours, puis celle du Golf.

Tu as raison quand tu évoques la propagande actuelle, mais la Russie ne s'est pas donné les moyens à hauteur de ses ambitions, et ses chars (et son armée) se sont enlisés par manque de lignes de ravitaillements.

Tout est expliqué par Clausewitz dans "De la guerre" , son traité écrit entre 1816 et 1830, enseigné en école de guerre et toujours d'actualité, la preuve les tanks Russes piétinent..

 

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    • Salut, Super projet ! 🍻 Je vais tester ça dès que je peux. ^^ Si ce n'est pas déjà fait, tu devrais aussi présenter ton projet sur le Discord de la Master League et le Discord officiel de CoH.
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    • MaJ v1.1.4.11659 - 2023/04/20 jeudi Taille : ~228Mo We are excited to release our first major balance update in 1.1.4. In this update, our team has focused on several key areas to tone down oppressive strategies and increase unit and strategic diversity. We will continue to monitor unit/faction performance for future updates.  In this Update you can expect:  General adjustment to balance for all factions   Balance pass over Battlegroups   Addressing the power of Forward Reinforcement   Significant changes and boosts to Heavy Machine Guns and Anti-Tank Gun teams  GENERAL GAMEPLAY CHANGES  Anti-Tank Rifles  Afrikakorps Panzerjager Panzerbusche & British Corps Infantry Section Boys Anti-Tank Rifles Anti-Tank rifles are overperforming in their ability to shutdown vehicle play and engage targets while under suppression. 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It is now a consistent 10% bonus that is applied only once  Vicker Heavy Machine Gun Team  Build time decreased from 41 to 30 seconds  British Forces Battlegroups  Air and Sea Battlegroup  Hawker Typhoon Anti-Tank Loiter Command Point cost increased from 3 to 5   Incendiary Bombing Run Command Point cost increased from 1 to 3  Naval Blockade  Duration reduced from 60 to 30 seconds  Munitions cost reduced from 80 to 50  British Armoured  Churchill Black Prince Command Point cost increased from 6 to 7  Indian Artillery  These changes to the Battlegroup better reflect the power of Volunteer Infantry and its role as a middle to late game option that requires the player to commit to the end of the Battlegroup tree.  War Cry and Volunteer Infantry positions swapped; command point costs for both abilities unchanged  4.2 Inch Heavy Mortar  Cost increased from 440 manpower to 440 manpower and 20 fuel  Perimeter Monitor  Perimeter Monitor Cost increased from 150 to 225 munitions  Afrikakorps  The Afrikakorps were oppressive in its middle and late game while also being overly vulnerable early on. We are making minor adjustments to even this out by strengthening its early game and reducing the power of their Armory upgrades.     250 Light Carrier  These changes should allow Afrikakorps players to delay building dedicated healing.  20mm autocannon conversion cost reduced from 75 to 60 munitions   Build time reduced from 40 to 35 seconds  Distribute Medical Supplies duration increased from 15 to 45 seconds  Distribute Medical Supplies recharge time decreased from 180 to 120   Advanced Field Repairs  Manpower cost reduced from 250 to 200    Booby Trap   Armor reduced from 35 to 1   Emergency Repair Kits  Manpower cost increased from 250 to 325   Fire Support Elements  Cost reduced from 150 manpower and 45 fuel to 100 manpower and 40 fuel  Flak 36 88mm Anti-Tank Gun  Build time increased from 30 to 45 seconds   Flakvierling Half-track  The Flakvierling Half-track is having its effectiveness increased to better reflect its timing and role as a low durability, but high firepower unit.  Accuracy increased from 40% / 35% / 30% to 44% / 42% / 36%  Angle scatter reduced from 8 to 3   Burst duration increased from 1.75/2.5 to 3.5/4 seconds  Weapon cooldown reduced 2/2.5 to 1.5 seconds  Weapon long-range cooldown multiplier increased by 50%  Guastatori  Guastatori have been adjusted to remove their anti-vehicle snare, focusing their role as an anti-infantry and anti-garrison unit. Their cost has been reduced to reflect this.  Anti-tank satchel ability removed   Manpower cost reduced from 440 to 400  Now able to plant regular mines  T.35 Gas Mask ability now requires Veteran Level 1   Kradschutzen Motorcycle Team  Build times are being reduced to improve the standard Afrikakorps openings, that include Panzergrenadiers.  Build time reduced from 35 to 30 seconds   L6/40   The armor of the L6/40 has been increased, pushing this unit towards a low health vehicle that is immune to Heavy Machine Guns and small arms.  Armor increased from 40/20/15 to 50/40/25  Flamethrower munition cost reduced from 75 to 50   Le.IG 18 Support Gun  Build time reduced from 61 to 45 seconds   MG 34 HMG Team  Build time set to 30 seconds   Pak 38 Anti-Tank Gun Team  Manpower cost reduced from 290 to 260   Panzerjaeger  Panzerjaeger Tear Gas Shot ability no longer creates a White Phosphorous Cloud explosion effect. The performance is unaffected.   Panzergrenadier Squad  Build times are being reduced to improve the standard Afrikakorps openings, that include Panzergrenadiers.  Build time reduced from 25 to 20 seconds   Rapid Advance  Rapid Advance manpower cost increased from 250 to 325   StuG III D Assault Gun  Acceleration increased from 2.5 to 2.67   Deceleration increased from 3 to 4   Rotation rate increased from 30 to 40  Support Advance ability range reduced from 60 to 45  Support Advance ability toggle recharge now from 0 to 5   Tungsten Rounds  Tungsten Rounds is having its damage bonus removed as they added too much passive power for Afrikakorps vehicles against infantry and vehicles. Penetration bonuses have been slightly increased to compensate.  Damage bonus removed  Penetration bonus increased from 20% to 25%   Vehicle Survival Package   We are lowering the durability bonus so most vehicles, when combined with Emergency Repair Kits, can survive one additional hit rather than two.  Health bonus reduced from 80 to 40  Afrikakorps battlegroups  Armored Support   Assault Salvage Command Point cost reduced from 3 to 2   Panzer III Flame Tank Command Point cost increased from 3 to 4   Panzer Storm Command Point cost reduced from 3 to 2   Superior Fire Drills Command Point cost reduced from 2 to 1   Stuka Anti-Tank Loiter Command point increased from 3 to 5  Veteran Gunners Command Point cost reduced from 2 to 1   Italian Combined Arms   Force Recon Command Point cost reduced from 2 to 1  Secure Location Command Point cost reduced from 2 to 1  Bug Fixes  Dingo is now properly affected by Training Center upgrades   Fixed an issue where all Marders would take additional damage on rear-hits  Fixed an issue where Improvised Armor did not apply to M4A1 Sherman 76mms and Sherman Whizbangs   Fixed an issue where mines would suppress retreating units  Fixed an issue where Paratrooper carbines did not ignore cover at short-range Fixed an issue where the Commando Grenade had minimum range  Fixed an issue where the Training Center Upgrades would not apply  Fixed an issue where the Wehrmacht 8 Rad Armored Car did not share the same mobility or autocannon stats with its Afrikakorps counterpart   Fixed an issue where the White Phosphorous Rounds for the MG 42 would cause a Blind effect on vehicles  Fixed an issue where veterancy 3 was not providing the correct bonus to Anti-Tank Guns  Riegel Mines now properly camouflage and trigger  Source : https://community.companyofheroes.com/coh-franchise-home/company-of-heroes-3/forums/3-patch-notes-and-known-issues/threads/9841-coh3-balance-update-1-1-4
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