Rindis.com

All my hobbies, all the time
  • Home
  • My Blog
  • Games
  • History

Categories

  • Books (506)
  • Comics (10)
  • Gaming (921)
    • Boardgaming (677)
      • ASL (155)
      • CC:Ancients (84)
      • F&E (78)
        • BvR – The Wind (26)
        • Four Vassal War (9)
        • Konya wa Hurricane (17)
        • Second Wind (5)
      • SFB (79)
    • Computer games (162)
      • MMO (77)
    • Design and Effect (6)
    • RPGs (66)
      • D&D (25)
        • O2 Blade of Vengeance (3)
      • GURPS (32)
  • History (10)
  • Life (82)
    • Conventions (9)
  • News (29)
  • Technology (6)
  • Video (50)
    • Anime (48)
  • Writing (1)

Patreon

Support Rindis.com on Patreon!
Become a patron at Patreon!

Other blogs:

RSS Inside GMT

  • Chalice of Poison: Political Power and Regime Collapse July 30, 2026

RSS Playing at the World

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

RSS Dyson’s Dodecahedron

  • Traders From Below August 6, 2026

RSS Quest for Fun!

  • Edition Wars (Gaming) August 5, 2026

RSS Bruce Heard and New Stories

  • Pain, Exhaustion, and Morale in D&D BECMI June 7, 2026

RSS Chicago Wargamer

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

RSS CRRPG Addict

  • Game 583: Escape from Ragor (1994) August 4, 2026
SF&F blogs:

RSS Fantasy Cafe

  • The Leaning Pile of Books July 5, 2026

RSS Lynn’s Book Blog

  • Review: The Witch Below the Dreaming Wood by HG Parry August 6, 2026
ASL blogs:

RSS Sitrep

  • Cardinal ASL Sins March 18, 2026

RSS Hong Kong Wargamer

  • FT114 Yellow Extract After Action Report (AAR) Advanced Squad Leader scenario April 16, 2025

RSS Hex and Violence

  • This still exists? March 25, 2025

RSS Grumble Jones

  • Grumble Jones August Scenario GJ163 Guderian's Foxes August 5, 2026

RSS Desperation Morale

  • How to Learn ASL March 16, 2025

RSS Banzai!!

  • October North Texas Gameday October 21, 2019

RSS A Room Without a LOS

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

RSS Dungeon Fantastic

  • Felltower Updates July 22, 2026

RSS Gaming Ballistic

  • Not Just Breadth: Specialize for Customization July 31, 2026

RSS Ravens N’ Pennies

RSS Let’s GURPS

  • 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 #7: “Invitation to the future.. of the 1970’s: Part II” August 2, 2026

RSS Orbs and Balrogs

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

UR1 Federation vs Empire Y162

by Rindis on August 3, 2026 at 12:00 pm
Posted In: SFB

As I summarized… over two years ago, I’ve taking out my frustrations over not having an opponent to keep up with a Star Fleet Battles campaign by soloing one by myself. Part of the point is to exercise the ruleset I wrote up, and part is to get some fleet practice in; though with being distracted by playing both sides, it’ll never be stellar play. At any rate, since it’s been eating up a fair amount of the spare time that generates entries for this blog, so I’m going to be putting up more of what’s going on here.

I started while the main group was finishing off Y162 play, so that’s where the campaign started. I went for a classic Federation vs Klingon campaign. Slightly after getting going, I discovered the Federation DDG actually exists this far back, and I’ve swapped out one of the normal DDs for USS Czar Alexander IV. With speed-8/12 drones it’s going to be a lackluster class, though she’ll probably be used as drone defense in fleet battles.

I contemplated swapping out a Klingon ship for a penal variant, with a rule that they always have to have one in service. But, that just means a succession of E4Js, which will probably not see much action so they don’t have to waste the EPV building a new one, so I haven’t bothered. Maybe a rule where they have to keep it in the hull of their current FF slot builds? (E4s now, F5s later, and someday—I should live so long—F5Ws; though I don’t see a FWJ; I do have the F6J….)

After studying what my general format implies for everyone, the assumed budget is 350 EPV per turn up through Y160, after which it goes up by 10/year. There’s a couple empires that temporarily blow this budget out of the water, and if using them, there’d probably need to be adjustments to keep them afloat. As it is, the Federation technically wants a budget of 402 EPV right now, but they do have EPs left over after the required four purchases, so it’s not a real problem; they just have to be cautious about getting new cruisers. On the other hand, Klingon equilibrium is 312 EPV, and they can just about build a battlecruiser per year. But the small ships they’re building are small.

The Klingons start with 16 EPV left over from the starting budget, 370 income, plus 100 OPV starting budget (shorting the recommended total by a lot to help setup, especially since I’m doing both sides, but not as badly as the early years campaign with Mark, where there was no OPV starting budget), and 37 income.

The Klingons considered using their extra budget for a D6S heavy scout to combat Fed scouts and bases, but then I remembered wonderfully flexible D6D. They’re also looking at the looming transition to speed-20 drones, and will concentrate on getting everyone drone funds over the next few years. For now, they’re just taking the extra cruiser, and letting the income go up a bit more while relying on basic speed-8 drones. T-bombs will continue being distributed among the fleet, with command ships taking priority. (They are also the priority group for drone upgrades, since they aren’t saddled with F-racks.)
↓ Read the rest of this entry…

└ Tags: Federation vs Empire, gaming, SFB, Y162
 Comment 

Library of the Sapphire Wind

by Rindis on July 30, 2026 at 12:00 pm
Posted In: Books

Three young, and slightly desperate people perform a summoning for help. This is something that is a known idea in this world, and especially at Hettua Shrine, which will bring you the person most capable of getting you exactly what you ask for.

We don’t get any other examples, or full explanations, but it seems like this is generally someone already in this fantasy world. The rushed ceremony performed by our three produces three people from… elsewhere. Earth, actually. And while you might expect some sort of action hero, they get a trio of ladies from about 50-70 years old, who had just been sitting down to a book club.

I’ll point out here, that Lindskold is indulging a in a bit of self-insert here, and I’m sure Meg, Peg, and Teg are all directly expressing facets of her own life, as well as people she knows. At any rate, it’s well done, and the three of them are our viewpoint characters for a portal fantasy adventure. And, yes, their learning and life experiences are indeed what is needed by our three summoners, despite their unusual nature.

For this is world of… well, near-furries. Most of them are more in the Egyptian god model of a human with an animal head, though the ‘animal’ traits carry beyond just the heads in some cases. Humans are entirely unknown to them, and a big shock.

We get a couple chapters of both sides getting over the initial shock and introductions… and our three ladies accepting the call to adventure. It’s hard to keep something like this from dragging out a bit, but Lindskold keeps it all moving, and even at those points where there’s a feeling of “okay, I get it already,” things are moving fast enough that you know it won’t drag out.

The adventure itself is well done, and there’s plenty going on for external and internal issues, especially once the main leg is done, and we get the major twist of the story. However, this is part one, and while some major things get sorted, instead of things ending at that point, we pick up the next major thread, and get a “to be continued” as that gets going. I don’t mind a series, but the break is at an odd place.

At any rate, it’s a fun book, I’m more than happy with it, and I need to get to book two.

└ Tags: books, fantasy, furry, reading, review
 Comment 

Two Rounds of Sotium

by Rindis on July 26, 2026 at 12:00 pm
Posted In: CC:Ancients

After Patch managed to take back Hatten again, we went to the usual between-bigger-games round of Commands & Colors: Ancients, this time with a scenario from Expansion #2. Sotium features an interesting mix of scattered terrain, and both sides are a bit scattered at start, with each side’s left near the baseline.

I had the Gauls the first game, and started with a Mounted Charge, wiping out an Auxiliary (four greens!), with momentum doing three blocks to a Medium, who did two blocks to my MC, who immediately retreated to the baseline. A Light tried to stand up to LC, but took two banners, and the LC retreated back to the baseline, going down to one block, after failing to finish off the Medium. I got a Roman MC as well, but only after it did three blocks across to LC, and my MC retreated back to the line after doing two blocks to a Medium. Patch Ordered Two Right and finished off a LC.

I Ordered One (Heavy) to bring up an Auxilia, and Patch Ordered Three Left, doing a hit to an Auxilia with his HWM. I used Line Command to bring up three units on my right to do a block to a MC and drive it back to the baseline. Patch Ordered Four Left to move up, and I Darkened the Sky to get two hits on a Medium. Patch Ordered Lights to do a block to an Auxilia, forcing it two hexes back, and making another abandon their hilltop. I Double Timed on my right, only doing one block, but forcing the HWM to evade, and taking two hits each on two units. Patch used Line Command to rework his left, finishing off an Auxilia, doing three hits to a Medium, and taking two in return. Leadership Any Section let me continue in there, finishing off two Mediums, and forcing a Light to evade.

Patch Ordered Lights, finishing off Warriors, doing a hit to a Medium, and killing their leader, while taking two hits. I Out Flanked, finishing off an Auxilia after three attacks (including momentum; the first attack was three helmets with now-leaderless troops…), and taking a hit in the process. Patch used Mounted Charge to finish off a MC and force a leader to evade off-board, and finish off a Warrior. 5-6

For the second game, Patch started with Order One (Heavy) to move an Auxilia into woods, and I used Leadership Any Section to come into contact with him, forcing two retreats, while the HWM forced a LC to lose a block on a retreat. Patch Ordered Lights to move his Auxilia up and do two ranged hits (one on the HWM). I used Mounted Charge to move into contact on the left and middle… doing one hit in return for two each on a pair of MC. Patch launched a Coordinated Attack to kill a weak MC, and force two others to evade. I tried another Mounted Charge, this time wiping out a Warrior and leader, doing two hits on another with momentum, and losing the weak MC, also taking out a MC and forcing Adiatuanos back to an Auxilia, who took a hit on momentum.

Patch Ordered Two Right to form a small line, and I used Line Command for most of the left and center, though only one unit came into contact. Ranged fire chased off an Auxilia, and close combat forced a Warrior retreat. Patch used Line Command at the junction of his center and right, and did a block to an Auxilia. I Ordered Lights and did no more than force two Auxilia to retreat. Leadership Any Section got Patch’s left into contact, taking out an Auxilia. I Ordered Mediums to bring a solid line up there, and advance on my left, trading five blocks to four in hills and woods, and knocking out a MC.

Patch used Clash of Shields to do two hits a Medium, but lost his Auxilia, finished off a Medium, did two hits to another, and one to a Light. I Ordered Mediums to press forward and took out an Auxilia in two attacks. 6-4

Afterword

The terrain and setup make this an unusual scenario. It’s a lot of fun, with a good mix of units and position. Neither side has a solid line, so using Line Command and Double Time is a challenge. I spent much of the start of the second game just getting rid of moderately useful cards, because I didn’t have any section cards to force an area with. Patch pointed out how I kept everyone moving, which was good, but I was constantly at the whims of the cards, and knew it was going to end soon.

└ Tags: block game, C&C Ancients, gaming
 Comment 

Lincoln’s Lieutenants

by Rindis on July 22, 2026 at 12:00 pm
Posted In: Books

This is a decent book with good high concept. However, it did not entirely grab me.

The major problem is that Sears is trying to keep track of nearly everyone in the Army of the Potomac from brigadier general on up. While that’s not a large population, it is still a decent number of men, and most of them don’t leave a strong impression. Worse, there are places (mainly after large battles) where we get paragraphs that are very dense with names, attempting to describe who was dead, who was wounded, who was shifted around; it’s very hard to get through these lists, and not, in isolation, nearly informative enough.

But, that is in service to a better goal. In a way, this is a history of the eastern theater of the ACW; it is a history of the Army of the Potomac, which touches just about every other Union army that campaigned in the east. There’s no real attempts to get the soldier’s eye view, instead, this is looking at the upper echelons, as commanders order men into the fray, or—often—are ordered to, and don’t.

And that is valuable; the interplay of the men at top determines a lot of what happens. There is a lot of men leading from the front, and often getting wounded or killed. There’s just as many occasions of commanders not being present at all; sometimes drunk, and always not providing needed direction. A look at some of the staff work to go along with this would be good, but outside of the scope Sears decided upon.

Another valuable thing is that Sears does pay attention to the evolving organization and leadership of the artillery and cavalry, especially just how little attention was paid to both at first, and how long that persisted with the cavalry. He also points up the breakdown of logistics under Burnside after Fredricksburg, and its recovery under Hooker. Sadly, this is not a consistent theme, and it probably should have been.

So, this reads as an overview, but it’s trying to concentrate on a particular subject. Doing that at the level of a single campaign isn’t hard, but that wouldn’t get at the changes over time that he’s trying to show. The book ends up with too many separate threads of different personalities, and other than the top command, it’s hard to keep track of them, and that’s with some of them being familiar to me.

└ Tags: ACW, books, history, reading, review
 Comment 

American Husky

by Rindis on July 18, 2026 at 12:00 pm
Posted In: Boardgaming

After our dogfight excursion, Mark and I returned to BCS, in the form of Danger Forward, the game included with the new Battalion S3 magazine. Having played BCS once, I found the magazine of limited use, as much of it is aimed more at first-time players, answering questions that I’d already had to work out. The more Danger Forward oriented parts were better, since I of course hadn’t played that yet. I certainly think the intro combat article could have been better done, as it didn’t answer questions in a really useful way. The article on blobs on the other hand was better, since it explained some of the thinking around a concept that is hard to write ironclad rules for. The charts in the back aren’t bad, but (I think) already existed, and could still use some layout improvements. The spare player aid card is a big help, even when you’re playing on Vassal.

But the real point is the game itself, which is nicely small with a single poster map, one sheet of counters, and all done at a 5/8″ counter size. I’d kind of like to see the British landings on Sicily at this scale, since I’ve played Primosole Bridge ages ago, but the American landing does make for a good situation. There’s a few wrinkles; we had to do an extra lookup that the garrison units do have a ZOC (they generally have the characteristics of “unready” no AV and no assault arrow), the 82nd Airborne is exempted from a lot of usual supply and command details, and the Americans have a decent amount of naval support to assist their attack. We did use the HQ Orders optional rule, though it is probably about as much trouble as it is worth here.

Mark had the Americans and won the initiative. However, he tried for the 82nd Airborne, which starts with its second activation (the first presumably is the drop itself), and he failed the roll for the second activation, leaving them all unready. I activated PG KG and got a partial activation, and no second, advancing to the ridges north of Acate, and taking fatigue since I mistakenly put down an objective (an article on how and when to use objectives could be a good idea).

The 45th Infantry went next, with a double objective on 25.10. The attack on the garrison there went well, with a follow-up battalion getting adjacent to Biscari Station. (Other elements got too far out and around the 27.07 garrison as we didn’t think it had a ZOC at this point.) Pz KG had two companies of the 82nd to deal with (in 31.26 and on the road in 27.27). With a full activation, I put an objective on each, and eliminated them both with barrage or attack by fire, leaving the division scattered about the north edge. The 1st Infantry took two attacks to clear the 16.16 garrison (we missed that you can only have one regular attack on a hex per activation), and then went inland to grab Gela-Farello Landing Ground. Livorno got a partial activation and moved the two elements of Groupo Mobile (the mechanized infantry) onto the plains. Finally, Force X managed to clear both hexes of Gela and get a second activation, which let them reduce, but not eliminate, the third Italian garrison.


↓ Read the rest of this entry…

└ Tags: BCS, Danger Forward, gaming
 Comment 
  • Page 1 of 316
  • 1
  • 2
  • 3
  • 4
  • 5
  • »
  • Last »

©2005-2026 Rindis.com | Powered by WordPress with ComicPress | Hosted on Rindis Hobby Den | Subscribe: RSS | Back to Top ↑