Rindis.com

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

Categories

  • Books (509)
  • Comics (10)
  • Gaming (924)
    • Boardgaming (680)
      • ASL (155)
      • CC:Ancients (84)
      • F&E (78)
        • BvR – The Wind (26)
        • Four Vassal War (9)
        • Konya wa Hurricane (17)
        • Second Wind (5)
      • SFB (81)
    • 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 feed: Inside GMT Inside GMT

  • Drachen Playtest Report: Situation B – Kronprinz August 20, 2026

RSS feed: Playing at the World Playing at the World

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

RSS feed: Dyson’s Dodecahedron Dyson’s Dodecahedron

  • The Tower Between Worlds: the Frozen Wastes August 27, 2026

RSS feed: Quest for Fun! Quest for Fun!

  • The $139 Board Game August 7, 2026

RSS feed: Bruce Heard and New Stories Bruce Heard and New Stories

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

RSS feed: Chicago Wargamer Chicago Wargamer

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

RSS feed: CRRPG Addict CRRPG Addict

  • Pagan: Look at Me Now August 27, 2026
SF&F blogs:

RSS feed: Fantasy Cafe Fantasy Cafe

  • August 2026 Book Recommendations Video August 21, 2026

RSS feed: Lynn’s Book Blog Lynn’s Book Blog

  • Can’t Wait Wednesday: Murmuration by TJ Klune August 26, 2026
ASL blogs:

RSS feed: Sitrep Sitrep

  • Fireweed Sale August 7, 2026

RSS feed: Hong Kong Wargamer Hong Kong Wargamer

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

RSS feed: Hex and Violence Hex and Violence

  • This still exists? March 25, 2025

RSS feed: Grumble Jones Grumble Jones

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

RSS feed: Desperation Morale Desperation Morale

  • How to Learn ASL March 16, 2025

RSS feed: Banzai!! Banzai!!

  • October North Texas Gameday October 21, 2019

RSS feed: A Room Without a LOS A Room Without a LOS

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

RSS feed: Dungeon Fantastic Dungeon Fantastic

  • Revised GURPS Basic Set & DF Felltower August 23, 2026

RSS feed: Gaming Ballistic Gaming Ballistic

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

RSS feed: Ravens N’ Pennies Ravens N’ Pennies

RSS feed: Let’s GURPS Let’s GURPS

  • Review: GURPS Realm Management March 29, 2021

RSS feed: No School Grognard No School Grognard

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

RSS feed: The Collaborative Gamer The Collaborative Gamer

  • Thoughts on a Town Adventures System January 18, 2022

RSS feed: Don’t Forget Your Boots Don’t Forget Your Boots

  • GURPS Supers Newport Academy #8: “Invitation to the future.. of the 1970’s: Part II” August 2, 2026

RSS feed: Orbs and Balrogs Orbs and Balrogs

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

SL278 Foxes in the Henhouse

by Rindis on August 27, 2026 at 12:00 pm
Posted In: SFB

After defending central Italy, Mark and I moved over to Star Fleet Battles to get in a Y164 scenario, “Foxes in the Henhouse”. While it’s in Captain’s Log, it’s generally the scenario to show off the light monitor from R11. The Romulans are raiding a Gorn planet, and trying to knock out bits of infrastructure while the Gorn navy runs interference. The idea is the Romulans can send boarding parties down to the surface and get points for being there 33+ impulses to destroy something. The Gorns can send BPs after them (but there’s supposed to be a large number of potential targets, so they can’t go down ahead of the Romulans, they’ll just go somewhere else) to prevent this, and they get points if the Romulans abandon a BP on the surface. (Note that if the Gorns kill the BP in combat after they complete their mission, the Romulans get the points, and don’t have to pick them up….)

But… it’s also a Modified Victory Points scenario, and there’s enough ships to generate sufficient VPs to not need to worry about the planet so much. Once that was realized, attention reverted back to defeating enemy ships.

The Romulans have a WE, BH, and two SN-As. With WS-III, I came in at high speed (for first-gen Romulans). Mark had the Gorns with the LMN (speed 4), and two FFs, going speed 18. I cloaked out (the Snipes paying off of battery), and he kept a bare handful of lock ons thanks to range. The FFs turned off partway through the turn, and one of the Snipes turned to follow them. Turn 2, the Snipes slowed to 8 and started recharging batteries, and the WE slowed to 5 to power an enveloping R. As of the start of the turn, the LMN was still headed for her, and 10 hexes away. The slowdowns shook some of the sensor locks, and on impulse 2, the BH (at range 5) started decloaking. On 4, the LMN launched two plasma-Gs, with an F launching the next impulse.

On impulse 7, the BH was fully decloaked and launched her two plasmas, which prompted a wild weasel launch. The BH turned off and start cloaking, but the plasmas caught up on impulse 9, and did 26 internals through the #5 shield, taking out two warp, half the weapons and almost the entire impulse deck. The wild weasel exploded from two real Gs hitting it on 12, and two impulses later the WE started decloaking. By the time that was finished, the explosion period had ended, and the enveloping R was launched at range 7. It impacted on impulse 26 for 89 damage after the LMN’s phasers were finished with it. This didn’t penetrate, but put every shield below half strength.

Right after that, Snipe #1 started decloaking.

That finished and the Snipe launched on impulse 32. The Gorns sped up for turn 3, while the BH went down to speed 6 (and started repairing impulse), and the Snipes went down to speeds 4 and 2. The plasma torpedo hit on impulse 6 for 5 damage thanks to the LMNs phasers and batteries having a chance to cycle. The FFs finally got back into the main fight as everyone was fading out again, and plasma bolts missed while phasers did seven damage to the WE’s #1. The main difference on turn 4 was the FFs dropped to speed 15. One of the FFs overran the BH for nine damage to the #4. The other one eventually got a shot at the down #5, but only did a point of damage. The first one had also retained lockon to a Snipe and fired the torpedo at it, and thankfully the fire adjustment table (for being cloaked) reduced it to 10 damage on the #3.

Towards the end of the turn the WE decloaked again, and on impulse 4 of turn 5 she launched a regular plasma-R at FF #1, who emergency deceled and launched a wild weasel. The weasel was caught in the FF’s hex, causing 7 collateral damage to her. On impulse 22, Snipe #2 started decloaking, but faded back out after a couple impulses when the other frigate turned in towards her. In the middle of next turn, the FFs had roughly traded positions, and FF #1 overran the Snipe, doing three damage (after bad fire adjustment rolls) to the #1. The LMN overran the other Snipe at the end of the turn, doing… four damage after disastrously bad ph-3 rolls and fire adjustment.

Snipe #2 decloaked on impulse 4 of turn 7; the closest target, FF #2 immediately E deceled. The Snipe fired phasers for a couple points of damage, launched the torpedo to blow up the shuttle, and cloaked out again. However, FF #2 was sitting still, and the other Romulan ships were closing in. The LMN retained lock-on and launched a plasma-F at her. The BH decloaked on 27, the F hit on 29 for 8 damage, and the BH was clear to launch her torpedo on 32.

Mark figured it was targeted on FF #2, which would have sprinted away, but was under acceleration limits. The torpedo was actually on the LMN, which E deceled and launched a weasel as it approached. Meanwhile, the WE was right behind the frigate and decloaked, launching the R on impulse 9; it impacted on 11 for 31 internals, leaving her with 5 warp and little else.

Afterword

That actually ended up being the last real action of the scenario. Somewhat uniquely, it is limited to ten turns, without requiring anyone to disengage. It just stops at that point.

Mark looked at getting a final pass at me in, but I’d finally put my ships back in supporting range of each other, so he did not commit to it. I was ready for a final run myself, but at my speeds couldn’t force the issue, and the Gorns were outside the range I cared to use plasma torpedoes in.

Both the BH and FF #2 were crippled, awarding 50% points for them. Amazingly, no other ships took internals, though some shields were getting very shot up. I did successfully get three missions off on the planet. So that’s 15 VP + 22.5 VP for the FF. Mark gets 42.5 for the BH. (Actually, he should get another 16 for 4xT-bombs I took, but I don’t know Mark’s purchases.) That’s 37.5 to 42.5, or a Marginal Gorn Victory. Given about another turn or so, I probably would have forced internals on the LMN, which would turn that around; I needed a little more aggression.

The Light Monitor would be more accurately named the Early Monitor. By the description, this is the original monitor design, developed in Y130, while the more familiar version is a later (Y140), bigger version of the same idea. Certainly, it’s a good concept, though I have some quibbles. Notably, there’s no ‘early’ weapon listings for it, and the Gorns get swivel mounted plasma-Fs on the engines. Strictly speaking, swivel mounts shouldn’t exist on a cheap unit in Y130. But, not really worth worrying over either. On the positive side, it’s nicely bulky enough to not be hopeless defending a system against light forces.

This is my first time using a Snipe. It was a very eye-opening experience. I can’t think of any other move cost 1/4 ships (possibly the Federation Corvette, but I don’t have the official release of that), and at a total of 9 power, everything hurts. Three batteries help it out once, but I was struggling just to get fractions of points back into batteries. They seem to be a fire-and-forget weapon. Fire the G once, and forget about the ship. The eventual Snipe-B gets two more power, which should be an embarrassingly big help. Power was bad enough that I actually dropped a charging plasma torpedo at one point (to go speed 12), and then started the arming cycle all over again when there was a little power again.

Something that startled both of us was realizing that all the early Romulan ships are turn mode D. A 1/4 MC, nimble, ship with turn mode D. They still get to move last thanks to being nimble, but it just feels very odd.

As for tactics… Mine were not bad. Certainly, the one-two of lure out the wild weasel with the BH and then slam the LMN with the WE worked. The easy antidote to that is to have more than wild weasel ready to go at a time, but there’s only four shuttles on the LMN, so that invites losing them too fast. It certainly isn’t going to outrun plasmas. It does have four each LS/RS ph-3s, and keeping the FFs nearby would have helped a lot (possibly at the cost of a FF…). My initial spit up certainly wasn’t the best as a Snipe went a couple turns trying to find a position from which it could decloak and launch, and not get killed in the process.

Neither of us are used to multiple plasma-ship tactics. I leaned on the cloaking device, and Mark should have tried for more overruns.

└ Tags: gaming, SFB, Y164
 Comment 

Damiano

by Rindis on August 23, 2026 at 12:00 pm
Posted In: Books

R.A. MacAvoy’s Damiano alternates between philosophy and travelogue.

Set in a fantasy version of the Italian Renaissance, Damiano receives the call to adventure when his city/town is taken by condottiere with ambitions. As, basically, the leading citizen, he attempts to treat with commanding General Pardo, and finds out he just wants to loot the place (preferably repeatedly) instead of welding it into a bigger state.

Damiano is enthusiastic for his city, and thinks it can be more than a sleepy little place at the foot of the Alps. It can certainly do better than to be looted semi-regularly. So he refuses to help Pardo, and goes to help the rest of the town, which has fled into the hills.

Damiano starts this journey quite naive, and without a well defined goal. He wants something more for his city, he wants peace, but he’s not sure what that would look like. And that is the philosophical side, as he struggles with what he really wants. His quest takes him all over northern Italy, and he puts himself into the path of temptation—and he turns it down, determined to find something better.

I have a couple of problems. The plot is a bit thin for my tastes, as all the energy are on character and philosophy. And after everything else, the ending both makes sense, and is out of character for the rest of the book. It’s good, and I want to read the rest of the series, but neither am I  in a big hurry for it.

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

11 Desperate Measures

by Rindis on August 19, 2026 at 12:00 pm
Posted In: Boardgaming

Had Jason over this last Sunday. Plans vibrated back and forth, so we ended up not quite as prepared as we could have been. At any rate, we ended up playing Last Hundred Yards. Jason had been working with a larger scenario from the initial set, using four maps, multiple complete companies, armor, and a fair amount of support. Thanks to the lack of prep, we had a slow start, and didn’t get that far into it, but it was nice to see the system handling a larger situation.

I took the Americans for “Desperate Measures”, and worked out my groupings for the various halftracks, machine guns, bazookas, and such, while Jason worked out the German defenses, which are spread out across three boards, including a hilltop fortified point, and reinforcements showing up twenty minutes into the fight.


↓ Read the rest of this entry…

└ Tags: gaming, Last Hundred Yards
 Comment 

Island No. 10

by Rindis on August 15, 2026 at 12:00 pm
Posted In: Books

Island No. 10 is a campaign you’ll occasionally hear about in the ACW, but not one that ever really gets to be the focus of the action. There’s a few reasons for this, I imagine. It’s in the West. The most prominent name involved is Pope. And the final act happened the same time as Shiloh. Also, it was a siege, without a lot of action, but it was well known at the time, as it attracted a large number of newspaper correspondents.

Bock and Daniel’s book is short (150 pages, discounting end-matter), but very informative.

The situation is certainly interesting enough, with the Confederates looking for ways to hold the Mississippi Valley, and the S-bend at New Madrid on the Missouri-Tennessee seems a good spot. At the apex of the first bend is the tenth island in the Mississippi past where it joins the Ohio River. A fortified battery of guns on the island will close it to (unfriendly) navigation.

Of course this means protecting said battery from being cut off, and that proves more troublesome. The Confederacy is not exactly well supplied with men or equipment. In fact, the units that are shipped for the garrison are in horrible shape, some not having nearly enough weapons, and many of the ones they do have are prone to breaking.

Outside of small arms, things are a bit better, and number of batteries are established. There’s a “floating battery”, a converted floating drydock mounted with nine fairly powerful cannon (with Wikipedia sourcing another book with a figure of 20), and with no motive power, anchored in the lee of Island 10, as well as a small squadron of gunboats. One battery is sited to fire up the length of the Mississippi as it enters the S-bend. The main positional problem is the opposite shore, where someone could potentially come up on the Missouri side, and cross below the protected point and cut off the position. So, a garrison is installed in New Madrid, to protect the apex of the second bend.

This is all a bit much to protect for an army that’s having problems putting together a decent field force. There’s a fair amount of indecision to go around, including how extensive any outer “shell” of defenses should be. Beauregard makes contradictory statements on the entire matter, saying Island No 10 must be protected, and implying that it’s just a delaying position to cover Fort Pillow (some 50 miles further downstream). He also mentions the idea of keeping these posts relatively small, with the field army being available to relieve them when threatened.

This is a good idea, but there’s a couple of problems. First, when the Union does approach, the main army is busy elsewhere dealing with Grant. Second, and something that the authors never mention, is if an army is to march to the relief of Island No. 10, how is it going to get there?

The entire siege of these defenses is something of a slow motion disaster for the Confederates. With a fair amount of trouble, and after repairing a railroad from Bird’s Point, Pope approaches New Madrid, and despite effort and time, the defenses aren’t ready to match his force, and the town is abandoned. There follows a period of ‘sitzkrieg’, largely because the naval commanders of both sides consider their commands to valuable to risk to enemy guns. Nonetheless, a steady bombardment of the defenses is kept up, largely by number of mortar boats.

Flanking the position could have used some discussion in the book, but the reality is that the New Madrid earthquakes (a series of seven quakes ranging from about 6.0 to 7.5 magnitude over the course of two months) five decades earlier had formed Reelfoot Lake, and drowned large areas into timber covered bayous. The entire area is drowned and marshy, and hard to move about in. The Confederate garrison was installed by moving up the river. When Union forces do eventually cross below the area, there’s no good way out, with troops having to swim or float through bayous behind the position.

Which shows how hard it would be to march a large army into the area, and presumably crossing the Mississippi above Island No 10, and marching down to the battery at the initial bend would be similarly impracticable. The Union success eventually rested on creating a canal of sorts between the Mississippi and Wilson’s Bayou, which lets out next to New Madrid, and lets them get a number of transports past the island

I could use a better look at some of the area around Madrid Bend, and discussions of what approaches to the area were available. But, short of that, this is a good account of a too-little studied part of the ACW.

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

UR1 Y162 Federation vs Empire Region 4

by Rindis on August 11, 2026 at 12:00 pm
Posted In: SFB

Facing 2:1 odds, but only about 4:3 by BPV, Star Fleet decides to try to put at least one Klingon ship out of action (possibly an E4, with proxes), and then leave, hopefully without taking more damage than can be easily repaired. The Klingons of course would love to get rid of a cruiser this early in the war.

Random terrain comes up sparse asteroid field. Which implies much shorter ranges, because while ‘sparse’ means less damage going through them (use the ring damage chart instead of asteroid), it’s still +1 ECM per hex. The Klingons had bad news when they started at WS-I, and the Feds at WS-II.

Getting into the scenario reminded me why I tend to shy away from soloing SFB shortly after starting. I get mentally busy with both sides, I start seeing opportunities after the fact, realize I didn’t do something I intended…. But I managed to ‘let go’ during turn 3 and just enjoy the ride. There was one error that I generally corrected later.

The big error I didn’t correct was messing up the E4s allocation. I knew it looked wrong, very wrong. But I also knew the power was correct, so I shrugged and went with it, until I finally realized that’d I’d gotten their move cost wrong when setting up the spreadsheet during turn 3. (What I get for reusing an old sheet partially done for a different project.) The immediate consequence of this was they allocated speed 14 while on low power draw. With the E4s unable to keep up with the speed 17 cruisers (I knew that couldn’t be right, but couldn’t figure out the trouble), the Klingons split into two groups.

IKV Devastator and Desecration headed for the center of the map, while Obdurate and Insolent turned to parallel them on the other side of an initial asteroid group. USS Kongo and Defiance had phasers charged already and went 19, as well as starting closer to the middle of the map, and were nearly to the center by the end of turn 1. On Impulse 32, there were only a couple of asteroid hexes in the way, and the Klingon cruisers fired a volley of disruptors at Kongo, hitting with two through a +2 shift at range 22, which bounced off batteries.

For turn 2, the Federation ships sped up to 21 while holding photons, and switching their fuses from proximity to standard. The Klingon cruisers sped up to 21 as well, with the E4s still lagging at 14. The E4s were off to the side, but closer to the mid-line, and the Federation ships turned to chase after them. With that much firepower headed their way, they turned off, skimming through a hex of asteroids to make their escape. The Federation moved through a small gap, and knowing that a closer-range confrontation was coming up, each launched a pair of shuttles, a regular one, followed by a suicide shuttle targeted on the D6. The hope was they were protected by asteroid ECM, but might emerge on the other side in time to take a pot-shot as the Klingons got close. The E4s moved around another asteroid group, and headed back in to contribute their two cents (disruptors).

The end of the turn was approaching fast, so the Klingons did a range 9 disruptor volley on Impulse 25 which did 16 damage to Kongo’s #6. They then slipped out and turned to face the oncoming cruisers for a turn 3 showdown.

Solo campaign - Y162, Region 4, end of turn 3.
End of turn 2.
↓ Read the rest of this entry…

└ Tags: Federation vs Empire, gaming, SFB, Star Trek, Y162
 Comment 
  • Page 1 of 317
  • 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 ↑