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SH76 Quarantine

by Rindis on March 2, 2020 at 12:00 pm
Posted In: SFB

Mark and I are getting into weekly Vassal sessions to supplement our FtF gaming, and maybe finish off ones we can’t do in a session. We started off with Star Fleet Battles scenario SH76, “Quarantine”, which is part of the Y160 timeline we’re in as a group.

Plague had broken out on a small planet near the Klingon Border. The planet had not been colonized and only had personnel who were surveying it for colonization. The CLH Refuge was sent to the planet to rescue them. The Refuge was accompanied by a single escort vessel because the Klingons were too involved in their current war with the Kzintis and Hydrans to interfere, or so it was thought.

A Klingon Commander serving a penance tour on a penal frigate became aware of the plight, and he arrived to “investigate possible biological warfare experiments” in hopes of earning a quick ticket off the penal ship.

This is something of a scenario to show off the hospital cruiser and the F5J. Mark took the Federation force, which has a POL and the CLH. The CLH is by far the bulkiest thing in the scenario, and has armor to boot, but it only has four ph-3s for armament, so all the fighting is on the POL. The action centers on a planet and a small moon, both of which have a small outpost on side B (they are shut down, and pure accounting exercises for if they get shot up) each with 8 crew units (the standard) who are infected and must be transported directly to the CLH (which has the facilities to contain them), and two crew units from the CLH (who are apparently not infected yet). The Federation needs to get the infected crew units up to the CLH and off-board (with a minimum of 10).

The Klingons have a single F5J, which is better armed than the Federation force put together, but is limited by ph-2s and a poor crew. It comes on board at the start of the game, and wants to get 10 information points on each station before all the infected crew units are removed (I didn’t see anything about it, but I ruled that the EW system impacts the research table—it is a poor crew after all—which meant I generally had a +1 to my rolls), and kill one ship before leaving (which is likely to be the POL).

The Federation ships start in orbit of the planet, and Mark started up the CLH at speed 9, while the POL went 12 (thanks to being Nimble), and the F5J came in at 15, a speed I would largely stick to. The CLH was running 4 ECM (giving me 7 to burn through after my poor crew penalty), while the F5J put up 2. The CLH immediately beamed two crew units up from the planet (it also only has two transporters; I’d think an extra or two would make sense for a hospital ship). I got to range three of the planet at the end of the first turn, and a poor roll get me all of 2 points of info (1×2 labs…), while the Feds headed down, and regrouped.

Turn 2, the CLH went 12, and boosted to 6 ECM (giving a total of 9, or +2 for me if I didn’t spend on ECCM), the POL used 2 ECM and everything else stayed the same. I cruised next to the planet and then headed for the moon, hoping to get decent info on both. Bad rolls continued, getting me 6 points on the planet (total 8) and 8 on the moon after having been adjacent to both.

Unfortunately, I didn’t record full logs for turns 3 and 4, and turn three was where the main battle pass happened. I shifted down to speed 13 and overloaded both disruptors, heading back to the planet to get decent range to both during the turn, and get my information gathering finished off. The Feds had ended turn 2 near the planet again, and the CLH headed off to moon for turn 4 transports, while I went after the POL.

We ended up with a range 1 pass around impulse 10, with main weapons fire happening slightly earlier. Thanks to turn and sideslip restrictions, I was able to hit him with a drone as the pass ended, and if I had looked at the impulse chart earlier, could have gotten him with a suicide shuttle as well (as it was, it got crippled by phaser fire, and spent the rest of the scenario wandering around trying vainly to get to the POL. The F5J took two internals through the #2 shield (Hull & Aux Con), while a disruptor damaged the POL’s #1, and the drone collapsed #2, followed by good close-range ph-2 fire to do a warp hit, take out the #1 phaser, and almost all the cargo and hull. Not still combat effective, but the padding was largely gone.

I spent turn four recharging phasers and starting work on the down shield, and keeping it away from the Feds drove me further out of the way than I intended. I dropped down to speed 11, and stayed there for turn 5, while the POL went up to 15, and the CLH to 14 (increasing to 17 for turn 5). The CLH kept to 6 ECM the entire time, making sure I had no good shots at it as it continued to transport up two crew units a turn. Towards the end of turn four, I got a phaser shot off at the POL to damage the #3 shield, and then missed with an overloaded disruptor on Impulse 1 of turn 5 as it pulled out of range.

At this point, it was time to pull down some extra power, and try to maneuver a bit more, as I wasn’t getting any more solid shots at the POL; but that would cost overloads on the disruptors. However, things got interrupted by a too-hurried re-reading of the victory conditions, and we missed the ‘all surviving’ part of the Federation’s victory condition, leaving us with the ‘at least 10’, which Mark was up to now. A quick look showed that I couldn’t really intercept either ship if it went to disengage.

And yeah, that was wrong. Oops. On the other hand, Mark only had three turns of transports needed left (generally all at the moon, and the POL had picked up the uninfected crew there already too), and I was not going to get another close pass like the first one if Mark had anything to say about it. Overall, I needed to be a lot more aggressive of a Klingon commander. I concentrated on the information-gathering first, so I wouldn’t need to worry about it, but even with the EW shift, I finished that off on turn 3 without trouble.

Of course, killing a CLH with a F5J takes a fair amount of work, and the POL is the one that can hurt you, so it’s the only real viable target. But while it’s not as well armed, being nimble and a regular crew makes up for a lot. Just don’t get caught in a short-range tussle unless you need to save the CLH. I’ll admit I wasn’t as gung-ho going into this one as some of the other scenarios, as I find it only moderately interesting. But once again, I find just having a planet on the map can do a lot to change the nature of maneuvering, and this one gives a better reason to hang around it than most.

A turn 1 dash for the POL and anchor it… nah. Most likely you can’t get there that fast. If the POL doesn’t want to fight, you have have to force it to save the CLH, or force it towards a corner of the fixed map, and while possible, that’s not something I normally think in terms of (I tend to prefer floating).

└ Tags: gaming, SFB, Y160
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The Cloud Roads

by Rindis on February 27, 2020 at 12:00 pm
Posted In: Books

On one hand, this somewhat typical fare: Moon is the ultimate outsider; his family killed while he was young, and his entire life has been spent bouncing from settlement to settlement trying, and failing to fit in. After having given up, he finally finds other members of his people, where he serves as reader-surrogate for being introduced to the culture and biology of the Raksura, and he struggles with a deep-seated desire to have a place to fit in, and the scars of a lifetime of being unable to.

And there’s a lot that’s unusual too. Moon isn’t human, and neither is anyone else in the novel, and probably in the entire world. Most are fairly humanoid, generally in a Star Trek way, but the world is filled with various odd little species, some of which can interbreed, and others who can’t, and all with their distinctive colors, or build, or scales, or other decorations. I wish Wells had spent more time describing some of this, and repeating some of the descriptions, as its been hard to keep it in my head.

We find out early on that the Three Worlds refers to the kingdoms of the ground, the air, and the sea. We only deal with the ‘groundling’ world here as the sea gets some talk, but doesn’t come in, and the kingdoms of the air all disappeared ages ago. The world is filled with ruins from various past peoples who had their years of glory, and have moved on. It’s the logical conclusion of the fantasy tropes of mysterious lost cities, and a new species in every valley: the world is filled with fragments of the past.

Sadly, neat as that is, you don’t get to see that much of it. It’s color, it’s background, and it hints at a far broader world than can be put into one book. But I like history, even fictional history, so I can’t help but hope some of it will be a little more central in further books.

The plot itself is well-done. Some of the outlines are pretty clear early on, and a big reveal I was expecting for most of the book happened on schedule near the end. Other parts not so much. All the primary characters are well drawn, and other than the viewpoint character, Moon, shifts around a bit during the course of events. I’m really glad I happened across this, and I certainly recommend it.

└ Tags: books, fantasy, reading, review
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WO25 The Replacements

by Rindis on February 23, 2020 at 12:00 pm
Posted In: ASL

When Mark was deciding his picks for our next FtF game day in December, I showed him my recent purchases from the MMP Fall Sale, and that induced him to put a DASL scenario on the list. I eagerly picked that, and we started “The Replacements” from Winter Offensive Pack #9 on the 27th. We got halfway through, and then finally finished off the second half on January 25th.

I took the defending Russians, and was mostly set up when Mark arrived for the day. It’s September ’42, and the Russians have twelve 447 squads, one 45mm ATG (and two crews, I gave the spare crew an ATR), two ATR, a MTR, a few LMGs, and one HMG. They set up in a bit more than two DASL boards, with the Italians entering the new hill DASL board l (note that level 3 doesn’t exist here) with sixteen elite squads, a FT, a HMG, two MTR, six LMG, and six L6/40 tanks. They need to take two building buried along the back/east edge of the board in 5.5 turns.

Oh, and they get three squads, a 9-1, and two LMGs from the north edge on turn 3. You shouldn’t forget that like I did.

Start up was a bit slow as Mark looked at that fairly barren hill and tried to figure out what to do. My instincts were for a fairly spread out advance in the center with the tanks as cover. The edges have too many woods, so the tanks are fairly well channeled that way. I naturally had a few things on upper levels to see over the orchard, including the HMG in iI4h2. The board l tower is within the setup area, so a squad started there, and the ATR crew was in the north-side woods with the ATG buried in the orchard.

Mark eventually sent half the tanks around the south edge, successfully creating a TB through one hex of woods and coming out near some of my defenders. I really need to learn to not be so afraid of Bogging; it’s not as likely as it seems. If my advice had been better, there’d have been proper infantry to support them, and the charge through the center wouldn’t have been as bad.

Unfortunately, that’s what it was. Mark is an old SL-series fan, and still getting used to the realities of ASL, including just how much defensive fire units can pour out. The low point was three squads disappearing from a 3KIA on turn 2. (I rarely get to see a KIA result, and I’m not sure I’ve had a multiple KIA result actually kill multiple squads before.) At least his leaders were mostly intact. The forward ATR managed to kill a tank during my turn one, and then had to run for its life, but eventually recovered. He got one of his MTRs unpacked, but it malfunctioned.

This was all well and good, but I remembered I needed to cover the direct approach to the victory buildings down board i a little late. Turn three saw me with just enough in there to hold the Italians up, and one of the tanks raced through the middle to support them. One tank had halted in kH5, where the ATG bounced a shot off(!) before shocking and eventually burning it. The second ATR was in kL4 and burned one of the separated platoon of tanks even as the infantry made their way down the hill.


Towards the end of Italian Turn 3.

We kind of raced through my turn 3 before packing it up, and then continuing a month later with the Italian turn 4 wind change roll.

My ATR crew had caught up with the tank speeding down the middle, but missed as it continued to the intersection between the victory buildings, and it was joined by a second tank, while the other ATR shocked the third one before it got anywhere (eventually succumbing to failed rolls). The remnants of the main Italian force charged into the big orchard, forcing the bulk of my attention to remain there. I stopped most of them with a combination of various squads and the MTR (who was firing at minimum range from kE0). Final Fire thankfully finished off the threats that remained, the ATG breaking (at range 1!) the FT squad, and the HMG taking care of a couple more, including one that was ready to leap on my ATR crew in CC.

Most of his men streamed back to the board k/l border, but some had to surrender; between that, more surrenders the next turn (from much the same thing), and a squad of mine that had had to surrender back on three, this was by far the highest number of prisoners I’ve seen. The reinforcements suffered from indecision. Mark wisely didn’t care for his chances at getting anywhere with what I had gotten in the area, and didn’t even have anywhere great to advance to (with him in aC1 and me in E2, and the nearest other cover being all the way in F0).


Before the HMG opens up.

He did still force me out of E5, breaking a leader and squad. And turn 5 was something or a repeat, with Italians going through the orchard, me shooting them up, and some of them surrendering. He still couldn’t dislodge me from the blocking position, but had his two surviving tanks on hand to help… until one malfunctioned the MA in his turn. I got a squad and 7-0 of my own into one building, and one tank broke them with IFE fire in prep, and then the other crew abandoned ship to try and take the building. I had enough on had to break them during exit, but it was closer than things had looked on occasion. He also charged the other building, but couldn’t get through my fire, despite having a fair number of distractions to throw at me.


At the end; G1 and I1 are the victory buildings.

Afterword

So far, the ROAR record is leaning pro-Russian on this one. I think some of that is the Italians need some smart handling. I certainly wouldn’t mind giving them a try at some point, as I think there’s things to do, but even with going through the woods and such, getting over that hill is going to be rough.

The Russians also have MOL capability (vs tanks only), and combined with two ATRs and the ATG that may be too much anti-tank capability. Maybe take away an ATR, and SSR that crews can’t voluntarily abandon vehicles so they are more survivable, but only really support?

At any rate, the Italians have enough bodies to make sure the Russians need to put up a real up-front defense, so that flanking force reinforcement adds a lot of life to this scenario. It was certainly a great time for the both of us, and the new SK-DASL boards are great.

└ Tags: ASL, DASL, gaming, WO9
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Anime Fall 2019

by Rindis on February 20, 2020 at 12:00 pm
Posted In: Anime

I’ve been waiting for the season to finish off, as I have yet to see the end of the latest My Hero Academia season, as the dub is running behind. Or, I guess I’m into the second half already. That explains that.

My Hero Academia — Continuing to be strong, and the Shie Hassaikai bit ended in a combat that was excellently done.

Sword Art Online — Okay, on one hand, this is being very good, and still the best the series has been since the original story. On the other, the number of different complications and such is starting to drag this out. We’re left at another cliffhanger. Catch up to this ahead of the Spring season… and hope we’re at an end.

Pokemon Sun & Moon Ultra Legends — Well, this is odd. The internet exploded a few months ago with the results of the end of the season. But it’s not over here yet. Getting close, as we’re deep in the tournament now. At any rate, the usual good job, and a lot of great character moments.

Food Wars — Okay, this ended well. Not quite as I expected, but pretty close.

Granblue Fantasy — Kind of a pity that this lost the unusual art style of the first season. However, it’s still a good series, and there’s been some good looks at secondary character’s backgrounds. Also: best opening of the season.

Black Clover — Our schedule is still a bit light, allowing me and Smudge to make up some more ground. The Royal Knights tournament… was inventively done, but was still a tournament, and I could do with fewer of those. What’s going on around it has generally been good, and I’m definitely liking Mereoleona.

And then there’s a couple things from this season I’m just now seeing, and a rewatch for Thursday with Baron & Dave.

Ascendance of a Bookworm — This looked interesting near the beginning of the season, and Smudge started me on it a few weeks back. It’s been good, with some nice characters, and a lot of sweetness. I am wondering when we’ll catch up to the framing at the start of the series.

Classroom Crisis — I’m a little surprised this is only about five years old, it feels like it’s been longer. Anyway, this is the current main thing we’re showing the guys, and they’ve been very happy with it. I’m more than happy to see it again too.

Restaurant to Another World — This was the previous series we shared with the guys. I think it took Dave a little longer to get into it, but once he did, he certainly enjoyed it.

Pokemon Advanced Battle — Slowly working through the next DVD set. We’ve hit a major bit of the Ruby/Sapphire plot, which will be interesting to see how it plays out.

No Guns Life — This is the current secondary show with the guys, and I haven’t seen it yet either. I’m fairly happy with it, but they guys are kind of just along for the ride. I do think Baron’s description of ‘pulp written by a teenager in the Appleseed universe’ is very apt. But it’s been pretty fun if you just go with it.

└ Tags: anime
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K The Cannes Strongpoint

by Rindis on February 17, 2020 at 12:00 pm
Posted In: ASL

When I asked Tracey after Might Makes Right if there was anything he wanted to try next, he asked to learn about pillboxes. That immediately brought to mind the old SL scenario that features a fairly solid defensive position to take, and redone for ASL in the pages of The General. I suggested it, and he agreed to take the Americans in that. Technically, this was a teaching game, though with a lot of things I’m not familiar with, so it was the blind leading the blind.

Of course, there’s a lot more than pillboxes in there. The Germans are defending the board 2 hills with seven pillboxes, 18 hexes of wire and 90 factors of mines (15 hexes at the minimal 6FP allocation). They man these defenses with a single 838 squad, 2×467 and four crews with two each LMG, MMG, HMG, and a 75mm ATG. The Americans are digging out this bypassed unit in southern France with twelve 747 paratrooper squads with 4x.50-cal, 2xFT, 4xDC, 3xBAZ, two OBA modules, as well as a pair of Shermans, a pair of Priests, and four M3 halftracks. They have five turns to make sure there’s no Germans with a LOS and normal range to an edge road hex, but have a 20 CVP cap.

There’s already a good AAR for this scenario out there, and I referenced that as I started figuring out my setup. I decided for more of a ‘zone’ defense, with the pillboxes placed at cliffs where possible (forcing NCA attacks at close range, or longer-range fire duels where I had a TEM advantage), and wire mines were deployed to cover the inevitable empty lanes. I found that I would have dearly liked another pillbox or two, but it’s not as if there would have been anyone to man them. I missed the bit about everything in a pillbox being Known/not-Known together, so I could have scattered around some OB-given “?” in the woods. I did use some Dummies to ‘fill’ a pillbox with the HIP Gun, which still kept that from being obvious.


Diagram of the defenses. Blue lines are the CAs of the pillboxes; red lines are the boundaries of the ‘open’ paths in. North is to the left. …And there’s an error that I’m not going back to fix: O4’s CA is actually to N3/O3, not O3/P3.
↓ Read the rest of this entry…

└ Tags: ASL, gaming
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