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Other blogs:

RSS Inside GMT

  • Meet the Dong Son: A Civilization of GMT’s Ancient Civilizations of East Asia January 16, 2026

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  • Playing at the World 2E V2 Arrives May 5, 2025

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  • The 2 Half-Squads - Episode 310: Cruising Through Crucible of Steel January 27, 2023

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RSS Banzai!!

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RSS A Room Without a LOS

  • [Crossing the Moro CG] T=0902 -- Rough start July 18, 2015
GURPS blogs:

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  • Year in Gaming 2025 January 5, 2026

RSS Gaming Ballistic

  • Mission X: Obviously Not 2025. Life happened, read on. December 13, 2025

RSS Ravens N’ Pennies

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  • Review: GURPS Realm Management March 29, 2021

RSS No School Grognard

  • It came from the GURPS forums: Low-Tech armor and fire damage January 29, 2018

RSS The Collaborative Gamer

  • Thoughts on a Town Adventures System January 18, 2022

RSS Don’t Forget Your Boots

  • GURPS Supers Newport Academy #2: “Jailbreak” January 4, 2026

RSS Orbs and Balrogs

  • Bretwalda - Daggers of Oxenaforda pt.4 - Fallen King May 27, 2017

Chance Encounter

by Rindis on January 17, 2026 at 5:24 pm
Posted In: Boardgaming

After trying Congress of Vienna, Mark and I decided to try out Renegade Legion: Centurion. I’d been interested in it since it came out in ’89, and got a second edition copy around ’94; I had started priming the miniatures in the set when I got interrupted by a job and a move.

It is FASA’s tactical ground combat with hover tanks that grew out of their Star Wars bid (which is why a space fighter game was the first entry in the series). Movement is geared around the idea of tanks that don’t have solid contact with the ground, and damage is done by template shapes for various types of ammo overlayed on a a grid diagram of armor and vehicle systems.

It took a bit for me to find the basic sample scenarios in the set, as they’re hidden in the center of the booklet with all the tank record sheets to copy for use. The base scenario has each side bring three platoons (of three tanks each), which is actually a fair bit to keep track of. Proper excuses are given, but the sides are generally symmetrical, with a medium tank, medium APC, and light APC platoon each (all platoons—start as—three vehicles). The details of armament and armor/shield layout are different, which is a nice bit to explore.

The scenario begins with each side entering from opposite sides of the map. We both started feeling out with our light APCs, and Mark largely came in on the center, while my APCs went on the flanks, while my tanks came in at low speed in the center, and worked on climbing a hill. We were largely out of LOS, but got one lucky hit each to do laser damage which penetrated armor, but not the ballistic protection (free “internal” hits).

During the second turn all three of my tanks (“Liberators”) stopped, fired digging charges, and grounded in the resulting craters, making them hull down, but immobile (until the start up again, which I never did). My light APCs maneuvered into light woods, and one stopped to drop off a squad. One medium APC on the other flank went hull down and dropped its squad, while the rest continued to maneuver. Mark’s mediums came up the center while the light APCs (“Lupus”) turned south towards mine.

I manged to paint two of his tanks (“Horatius”) and one each of his APCs, while nothing connected for him. This was largely due to the modifiers from cover or being hull down, but the Renegade Legion units also have a bit more shields (and less armor) than TOG, so it was easier all around for me. And I got a bit lucky. Painting lasers are an interesting idea. Missiles and lasers can be deflected by shields that are a to hit penalty against vehicles. The gauss cannons that are the technical main cannons ignore shields, and if you can manage to “paint” a target with a targeting laser, everything else ignores the shields too. And you can do out-of-LOS missile fire on them. The medium APCs don’t actually have gauss cannons, so painting targets is pretty important here.

Mark did some damage to a Liberator and a Spartius (medium APC), but took a pounding in return. Three vehicles took a nasty number of hits, and a laser followed other hits in to punch straight through the driver into Vehicle Destroyed territory on Horatius #2.

I set the Liberator platoon for opportunity fire on the third turn. (That rule is pretty nice; you have to already be stopped to do it, and you can’t paint or take advantage of laser painting with it, but if you don’t actually op fire you go back to normal fire rules.) Mark started with the surviving Horatiuses, and my fire punched through the front armor with 150mm HEAP to take out the #1 vehicle. #3 took some solid hits, but got turned around to get out of accurate short-range fire. The Lupuses circled around to come at my tanks from the south, while the Romuluses (medium APC) headed north and started letting off infantry. My Spartiuses continued forward a bit, and a second one let off its infantry, while my Vipers let off the rest of their infantry, grounding at the south end of the clear battle area.

Again, painting went better for me than Mark, getting the remaining Horatius and the mobile Romulus, while he painted my hilltop Liberator. This took some good hits, taking out the turret weapons and the backup right shield (primary was still fine).

The final Horatius took hits all over, which largely kept anything important from being taken out (just the primary terrain sensor, still had the backup). All three Romuluses were knocked about some.

There was more op fire setup in the fourth turn, and the last Horatius took a couple shots to the stern as it moved away, and while they penetrated (150 HEAP followed by 50mm Hammer Head on the same column), it merely reduced available thrust (I think there should probably be an automatic 1 point reduction in velocity every turn for wind resistance; as is, a vehicle can go forever without taking any action).

Two of the Spartiuses turned to face back towards the Romuluses, and the Lupus platoon moved into the central area. The lead one (#2) went through the hex of a Liberator, and at point-blank took fire from another, which did no more than take out a shield generator. Lupus #3 moved next to a Spartius, and took four hits from it through the front armor, with two lasers hitting the same column for destruction.

Laser painting again went my way. Romulus #3, was painted again, and lost comms and the targeting computer. Romulus #2 and Lupus #2 also took some bad hits, but they generally didn’t get past the ballistic protection.

Afterword

We called it after all firing on turn 4. Mark had lost a lot, and would, at best, be disengaging. It really wasn’t worth the time to play out. I kind of had a plan as of middle of turn 1 movement, and it worked well enough. Once the Liberators got into position, they did effective work. The 150mm Gauss cannons do a lot of damage. I assume it would take a heavy vehicle to get to the 200mm version.

Okay, there’s a lot to go through here:

First, its nice that there’s a Vassal module for a 1989 game that doesn’t see a lot of play, but it does need some help. The graphics are taken from the first edition fold-up box tanks, and the counters. Fine enough, but the settings to label them in-module (so you can tell one tank from another) are medium gray text which is often nearly impossible to see (especially as it tends to hit hex borders). You also have to just know what the various tanks look like, and which color is which for the infantry. (Mark had trouble remembering which end was the front and which the rear. FASA’s, at best, ‘okay’ tech design wins again.) The counter controls are locked out per side for no real reason; so you can’t, say, mark that you just painted an opposing vehicle (the control and marker exists, your opponent just has to do it for you). Finally, everything is set to ‘don’t stack’. This makes having multiple vehicles in the same hex a problem (especially if they’re facing the same way). Now, the general assumption with the physical miniatures is that you won’t be doing that, but the rules do say there is infinite stacking (hexes are 200 meters across) with no stacking penalties, so the module needs to make provision for that.

Maneuvering the grav tanks is one of the interesting parts of the rules, as the design does give some feel for the fact they’re sliding around. (Honestly, it should probably end up with some sort of vector system since it should be possible to keep going in one direction while turning around to face the front armor at the guys you just blew past.) You have limited points each turn to change velocity each turn, and you only spend to accelerate at the start of the move, and decelerate at the end of the move. This requires some good planning ahead, and I recommend trying to stick to lower speeds so you don’t find yourself in trouble. However, the penalty for doing anything wrong (notably, needing more velocity to enter the next hex than you have) is immediate grounding, which turns into ramming the ground at your current speed) is harsh so you need to preplan your entire move in advance, and can’t afford to ‘wing it’ at all. (Oh, and one insoluble question: You use all your velocity [0 left], but thanks to a downslope, the next hex would be 0 to enter. Can you keep going until there is a hex with a non-0 entry cost? Must you keep going?)

Weapons fire is a bit fiddly, with laser painting rolls, to hit rolls, location (turret/body) rolls, and armor location (column) rolls. Worse, most vehicles have a couple of direct fire weapons, plus missiles to fire off, so the amount of work is high on a per-vehicle basis (one turn logged 47 shots taken by 15 vehicles and 6 squads). Also, the firing arcs are overly generous, at 120 degrees. This is especially bad on the Horatius, which has a fixed mount main cannon on the hull. I think 60-degree arcs would be better. The ASL solution to that is to point the vehicles at a hexspine for an easy covered arc, but that would have vehicles going back and forth if they want to go ‘straight’, which would feel really odd here, so I think going with alternate-hexrow boundaries (or shield boundaries, if you know SFB) would be better. Not that it matters much; most weapons, even large ones, are turret mounted, and it’s easy to understand why turret facing is ignored here. But the occasional hull-mounted direct fire weapons do end up feeling far too generous.

Sequencing everything is also a pain, as you’re to go back and forth declaring all fire, and then resolve it all. Sensible, but remembering it all between declaration and resolution does require notes, especially as the main guns have three different types of ammo to choose between. I think some sort of command/initiative system like Panzer‘s might do better here.

Terrain is a really big sticking point. First, everything is inherent terrain without it being explicitly so. If LOS goes down a hexspine with blocking terrain on one side, you ask the other guy if you can see him, and of course he’ll say ‘no’. Saying ‘yes’ won’t even let him fire back, as you always ask the defender in these situations if you can see the target, and you’ll say ‘no’ when he wants to fire on you, even if he let you fire on him. Worse, hill levels have a well-done effect on movement, but you’re always at the highest level depicted in the hex. Well, that wouldn’t be a problem, except there are plenty of places where an elevation line wanders just a little bit into a corner of a hex, which immediately raises the entire hex to that level. Also, the maps tend to give two or three elevations at a time, so there’s not a lot of subtlety. If I were to re-do it, I’d get rid of all the corner cases, have at least some rolling areas with lots of little ups and downs, and maybe look into Last Hundred Yard‘s intermediate levels.

That also brings up the maps. Technically, there’s four, but they’re two backprinted sheets, so you can’t have more that two in use at the same time. Battletech maps will work with Centurion, but they have different hex sizes, so you can’t use them together. They’re fairly attractive, but I’d say four separate maps would have been a lot more valuable (and borrowing from the future, doing them on good cardstock would have been a big plus).

Overall, there’s lots of good ideas, rules that need a rework… and a high degree of per-unit fiddlyness for a game where the intro scenario has eighteen vehicles and twelve squads.

└ Tags: gaming, Renegade Legion, science fiction
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The Hour of Peril

by Rindis on January 13, 2026 at 12:00 pm
Posted In: Books

If you read up on the start of the Civil War, you will doubtless come across the fact that Lincoln ended up sneaking into Washington DC before his inauguration. This is after he is presented evidence that an attempt will be made on his life as he passes through Baltimore.

This shows up in many books, but always leaves the question of whether there really was such a plot hanging. In the positive column, enough evidence was presented for Lincoln to change his plans, despite great reluctance to do so. On the negative, nothing actually happened, and no one was ever charged with conspiracy to murder the president-elect.

Stashower doesn’t really spend time arguing the case. At the end, he goes into some of the troubles. Instead, he lays out what happens day by day, as Allen Pinkerton’s detective agency gets called in to investigate a “deep-laid conspiracy to capture Washington, destroy all the avenues leading to it from the North, East, and West, and thus prevent the inauguration of Mr. Lincoln in the Capitol of the country.” on behalf of the Philadelphia, Wilmington and Baltimore Railroad. With time running short, Pinkerton sends lots of agents to Baltimore, and engages in various short-cuts that are against his general rules, and uncovers a plot against Lincoln instead.

The first part of the book is actually a short biography of Allan Pinkerton himself, and therefore introduces much that the general ACW reader will not be aware of, such as his involvement with the Chartists, which shows him as far more in sympathy with the working class than he’s generally given credit for (the strike breaking that the Pinkertons are known for actually happened a couple years after his death, but the odium attached to him, rather than his sons).

At the end, Stashower has an extended epilogue that goes into what happened to nearly everyone involved afterwards. This uncovers a personal feud that started during the main events, but erupts decades later, and turns into a denunciation of Pinkteron’s claims on the plot, which has muddied things in histories ever after. Stashower shows the chain of events that led to this, and retroactively puts the rest of his book on firmer ground.

The central figure of the plot seems to be Cypriano Ferrandini, an ex-Corsican barber, who had stated his secessionist views loudly enough to be brought before a Congressional committee shortly before Pinkerton became interested in him. We have descriptions of the charismatic Ferrandini putting together the plan and having volunteers to pull slips out of a box, so no one could know who had been chosen to do the deed.

This sounds incredible, though it wouldn’t sound so incredible at the time. The final problem is that most of Pinkerton’s contemporary records were lost in a fire, so most of what we have are accounts written later. Stashower doesn’t ever explicitly say it, but he definitely believes that the plot was real, and the epilogue does do a good job of showing the likelihood of it.

└ Tags: ACW, books, history, reading, review
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Terraforming Braggart

by Rindis on January 9, 2026 at 12:00 pm
Posted In: Boardgaming

So after way too long, we finally had a group game day back on the 28th, and we even had a full spread of all five of us. I had been thinking of giving Charioteer a a second try, but I got a copy of Terraforming Mars for Christmas, and we tried that out instead.

I’ve been aware of the game… which made me the second-most knowledgeable about it. Patch has actually played it a few times, so I didn’t have to study all the rules. We went with the basic standard game, and the Beginner Corporations (they really should have been called Starter Corporations), even Patch, since he’s never actually played without any of the expansions before.

Physically, the biggest problem is cube management. Instead of writing things down, you have cubes on tracks to show what your current production in a number of different items. Patch’s group has some 3D-printed overlays to hold these cubes in position. Without it, you have to be a bit careful that nothing gets bumped while using bunches of other cubes to keep track of your current stocks. I’m thinking dry-erase might be more efficient… if it wasn’t for all the currency cubes flying about. Separate cube types for the six different commodities would increase the overall number needed, and be more fiddly to work with. There’s no great solutions for it all. (Having all the player tokens be translucent is a nice touch, though.)

I lucked into Research Outpost in my opening hand, which gave a -1 to all other purchases for the rest of the game. I then set up a number of cities with cards, dropping my energy production to zero for a while before it picked up again late game. Patch put a nuke in the middle of my city park to prevent a later forest getting me points for the end. Dave had gotten Pets and a similar card early, which gave him nice bonuses from my city building. Jason and Mark mostly ended up building a bit around the developing sea.

I managed to grab a number of the track bonuses (extra power generation from rising temperature, etc), but my actual terraforming score stayed static for the initial game, and I was worried about it until that started moving me up.


Midway through, a bit short of lunch break. I’m green, Patch is blue, Mark is grey, Dave is red, and Jason is yellow.

The game ended with generation 6, as everything tipped over into final position in fairly close sequence. There’d only been one award funded (Banker, by Patch) and no milestones. Patch figured I’d probably go after Mayor or Builder, but I never felt like I had the money to spare for them. I felt pretty cash-strapped for the second half of the game, with iron and titanium partially making up for it.

Final standings: Patch won with 46 VPs (31 TR), me and Jason tied at 39 (30 and 31 TR respectively), Mark had 38 (29 TR), and Dave had 35 (27 TR).

After that, we had some spare time, and played a couple rounds of Braggart. Patch hadn’t been here for that before, but certainly enjoyed it. I did well in the first round, generally getting some good brags off and avoiding most of the problems. I also got a Bar Fight off near the end to boost a low-points brag. I’d hoped for more chaos, but only had one other brag out there. Both of us just had the minimum two cards, and I kept one and traded one in the random shuffle. I won that round with 49 points; Dave had 31, Patch and Jason 30 each, and Mark had 12.

The second round was far more even, and I think we all suffered from just not being able to get good sets together. Patch won at 30 points; Jason and Mark tied at 29, and then me and Dave tied at 28.

Overall, it was a great day, and way too long since the last time we got together. Everyone enjoyed Terraforming Mars, and it needs to get back to the table.

└ Tags: gaming, Terraforming Mars
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The Coming Fury

by Rindis on January 5, 2026 at 12:00 pm
Posted In: Books

Bruce Catton’s centennial history of the ACW makes certain to go into some background. The opening act is the Democratic National Convention in 1860. Place: Charleston, South Carolina. Favored Candidate: Stephen Douglas.

However, there’s a wing of the party that is determined to throw the script. Among them, President Buchanan was determined the nomination should go elsewhere, and radicals like William Yancey saw a chance to force the South out of the country. In the end, the convention broke up after most of the southern delegates walked out rather than endorse a platform that did not take a very hard line on the extension of slavery. Months later, the Republican National Convention also goes off script, with a relative unknown being nominated in place of favorite Senator William Seward.

That’s the first chapter. The final one starts with McClellan’s campaign in (future West) Virginia, and then moves to the Southern armies in Virginia, and the two Union forces just north of the Potomac. Pressure is on McDowell to move south and prosecute the war, but the army isn’t really ready, and after some hours of fighting, all cohesion is lost, and the army collapses, routing en mass back to Washington DC. The Rebel army isn’t any better, and is too thoroughly disordered in victory to pursue.

In between, we have three hundred fifty pages of the drift to disunion and war. This includes the initial “feeling out” of states towards succession, followed later by the actual acts themselves. As this progresses, the various states demand various bits of federal property, located in those states, to be handed over. This mostly happens for various reasons (there just not being any federal troops to hold most of them, among others), but there are exceptions.

Fort Moultrie, guarding the Charleston harbor is nearly indefensible from land, but not entirely so, and Colonel Gardner started sweeping away built up sand and dirt from the outer walls. An attempt to recover arms from a nearby arsenal caused a furor that saw him replaced. Major Anderson was now in the same barely-tenable position. But, there was a better option; Fort Sumter, in a more central position of the harbor was just finishing construction. Anderson had been asking for instructions for some time, and eventually realized the orders he did have gave him the latitude to move out there under the circumstances.

While slow in coming, those orders came from an administration whose character was also changing. As the South left, so too did parts of Buchanan’s cabinet, leading to a more pro-Northern group, and Lincoln’s inaugural promise “to hold, occupy, and possess the property and places belonging to the Government and to collect the duties and imposts” really starts as the previous administration starts looking for ways to resist succession. The entire crisis over Sumter gets extensive coverage, along with related topics such as Fort Pickens in Florida.

It is worth noting that the first volume of Catton’s trilogy looks at about a year, and still leaves the bulk of a four-year war to the next two volumes. For the overview it is, there’s a lot of detail about the immediate lead up. Of course, you can always reach further back, and he studiously avoids going into anything earlier than early 1860. There is precious little about the Mexican-American War, nor the political crisis caused by the Wilmot Proviso and its defeat that put the current political players into their positions. And that’s fine, there’s more than enough here to go through as it is, and it is an exciting recounting of events gathering force until the first real clash of arms wrecks two armies, and very different conclusions about the course of the war are seen.

└ Tags: ACW, history, reading, review
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2025 in Review

by Rindis on January 1, 2026 at 12:00 pm
Posted In: Life

In the wider world, it has been a year of self-inflicted chaos. At home, there’s been a fair amount of chaos as well, for very different reasons.

On a technical end, two computers had failures that took valuable hard drives with them. I need to do more backing up of my data….

Once again, Fox Den is on schedule, with another twelve issues of Campaign out. #111 (the last issue) is due to go out May 1st. After that, I need to finish up a few things that would have been mid-month releases if I’d devoted the extra time and energy; namely Panzerfaust #51, Designing Wargames, and the last three issues of Guidon. That will still take me through near the end of the year, and I need to see about getting Grand Army out, as well as getting on to the republish of No Turning Back.

The blog is about the same. I’ve been occasionally scrambling for a post, and did have a two-day slip from the four-day schedule mid-year. I put out nine Paradox reviews this year, covering about fifteen months of releases, and have another four in the can. However, writing on those is currently at a standstill. Part of the reason for this is that Europa Universalis V is so good that I’ve been spending a good amount of time on it over the last couple months. RPG posts have been limited to one GURPS Dungeons & Sorcery spell collection and a review of Monsters! Monsters!

One side effect of the problems here is there was very little FtF gaming. The regular schedule with Mark and Patch is still going, but other than that, there wasn’t much. That said I, did try out a few things; of the new (to me) board games this year, most disappointing was Rebel Fury. I do like pieces of it, and want to like it, but I have too many problems with the combat. Oldest try-out is Renegade Legion: Centurion (ongoing), which show’s FASA’s common mix of great high concept, good ideas, and things that need a complete rework. France ’40, Ancient Civilizations of the Middle East, and No Peace Without Spain, are new members of series I’ve played before, and The Little Land is part of the Company Scale Series off-branch of GTS. That leaves Congress of Vienna as one other non-series game, and that was more ‘learning’ before putting it in front of the group; involved, but probably worth it. Finally, we just had a group game on the 28th, and tried out Terraforming Mars. Overall, that’s probably the best of them though ACME, No Peace and France are all very close contenders. (By the way, my ACME post got reworked and featured on Inside GMT!)

Meanwhile, there’s been lots computer game playing. Steam shows that despite coming out at the start of November, EU V took second place in time, and wasn’t that far below Stellaris. I had a few other new for me games: Tunic, is a nice adventure game, but far more Dex-centered than I expected (it’s meant to be akin to an early Zelda game), so I got stuck after the first real section. Age of Wonders: Planetfall is a… SF conquest game. That is, take the usual fantasy conquest genre of the AoW series and do SF instead. It works, but also goes for the same pre-built provinces with a limit on how much you can control as Endless Legend. This means I didn’t enjoy it much, and I’m now worried about AoW4. Finally, Atlyss has been a big surprise. It’s a solo/multiplayer action RPG; to a certain extent, there’s not a lot to it, being under development from a one-person show. But, it actually does combat and progression well, and is surprisingly fun.

Final Fantasy XIV has had a good year for me. Smudge and I are still struggling to get everything we want done, but we’re getting closer. Patch 7.4 just dropped a week or so ago, and we’re near to the end of the story there. I’ll probably have a writeup in a month. (I’ve been posting about FF XIV more regularly because of the lack of other posts ready to go….)

I’m down to two outstanding Kickstarters (Free Stars and Empire Builder: Europe), but both should be really close to delivery. Looks like my game spending was $460 this year, higher than I thought. Next year may not be any better, since GMT is threatening a couple of preorders in the first half of the year (Army Group South and Thunderbolt).

Reading went well, with me hitting 47 books this year. Massie’s Dreadnought is the best non-fiction book this year, but that was a reread that I’m glad to have finally gotten to (Catton’s The Coming Fury is also very good). The best new non-fiction would be Atkinson’s The Fate of the Day, but the field is less crowded than I’d like. Notably, The Training Ground, The Prize, and The Homicidal Earl were all good books with problems. On the other hand Sumption’s The Albegensian Crusade and Figes’ The Crimean War are both recommended. Over in fiction, I think The Cartoonists Club is the only non-series item I have to really recommend. I read the second and third Star Trek: Picard prequel novels, and Rogue Elements does get a recommendation from me. Caliban’s War is both too similar to the first book, Leviathan Wakes, and better done for The Expanse. Past that, there’s a number of series books I got to that competently carried forward the series without deserving a particular note, past already-written reviews.

I am still trying to be active on Bluesky and post links to most of my blog posts over there. Follow me to get notifications of reviews and games played.

└ Tags: life
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