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

12 Confusion Reigns

by Rindis on September 2, 2019 at 12:00 pm
Posted In: ASL

A while back, I got contacted by Tracey Love on BGG for a teaching game of ASL. He’s played the Starter Kits, and was in the middle of making the leap to the full system. This was an interesting experience for me, as there were plenty of things he was already proficient with, and then others that were completely new (including bocage, which I needed to brush up on). After a little discussion, we went with scenario 12 “Confusion Reigns” originally from Paratrooper, and now reprinted in Yanks, with me as the defending Germans.

At first glance, it seems an ordinary enough straight-up fight for St. Mere-Eglise with twelve squads on each side. However, the Americans need to get 12 CVP (and at least double the German CVP), and have better leadership with their excellent 747 squads. The German commander and his staff were killed just before the scenario begins, so the Germans can move a number squads equal to the turn number plus one per GO leader (they start with two), plus a unit that sticks with a leader for the entire MPh. This freezes parts of the defense in place, which must setup within 4 hexes of 24X5. The Americans get half of board 1 to set up in, and on the opposite side from there is board 4, which the Germans can exit from without granting CVP to the Americans.

I set up with a mass in the woods that dominate the setup area, with some forward HS, and my two main MGs in buildings. The MMG went in 24T6h1 where it could see what was going on at ground level elsewhere, and the HMG in 24V3h2 where it could see most everything. The main worry was keeping the Americans from getting around the main defense, and not only leaving me nowhere to go, but inflicting encirclement. Retreating through the woods was inevitable, and I hoped to withdraw to the north in an orderly fashion.

The initial American bombardment took a few logs to run, as Tracey got used to ordnance/mortar rules, and broke two of my forward HSes and his sniper pinned a LMG squad in 24BB3. His advance was fairly cautious and conservative, but he advanced nicely on his right. I managed to break one squad as he tried to get into the valley, but had no other effect, while his advancing fire managed to kill one of the broken HSes, and another good shot reduced my LMG squad with a K/1.


Situation, American Turn 1. The full map is half each of boards 4, 24, and 1, going from north to south.
↓ Read the rest of this entry…

└ Tags: ASL, gaming, Paratrooper, Yanks
1 Comment

The Romulan Way

by Rindis on August 30, 2019 at 12:00 pm
Posted In: Books

Duane’s second Romulan (excuse me: Rihannsu) novel is also, or maybe more of, a follow up to Spock’s World.

Like that book, which dived into the history of the most prominent member of the Federation after Earth, every other chapter of this book gives the history of the Romulans, starting with their original split from Vulcan society, and self-imposed exile among the stars.

This alternates with a far better, but very unusual plot centered around the head servant of a Rihannsu household that has seen better days. Other things intrude on this setting, including Ael from the first book near the end, but the only regular cast member who has a presence is McCoy. Rihannsu and Federation covert plots get involved, and what starts as a fairly sedate focus gets shaken to pieces. I don’t buy some of how the Federation op is put together, but once that’s accepted, everything els falls into place very well.

As such, much of the book is fairly actionless, and is a decidedly slow burn. Thankfully, the characters are well-done, and keep a creaky opening going. Things heat up over the course of the book, for a fairly epic conclusion, featuring, among other things, ‘a good ol’ southern fillibuster’. Duane doesn’t do as much violence to the setting as some other novels, but this is an event that would go down in the history books.

└ Tags: books, reading, review, science fiction, Star Trek
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Mixed Callinicum

by Rindis on August 27, 2019 at 12:00 pm
Posted In: Boardgaming

Patch came over on July 28 for a little FtF gaming. First up was a game of Sekigahara, which we don’t do too often, but Patch always enjoys.

By circumstance of how Patch set up the board, he had Ishida, which might not be the best idea when I’ve played it more recently than he had, but he certainly did a creditable job of it. I kept having problems with armies that wouldn’t fight, and had to stay a bit cautious, but despite that, I mostly stayed on the overall offense.

This was aided by early battles where Patch besieged Miyazu, and I rescued the garrison the next turn. Mid-game, he came back and took it, but by that point I was besieging Ueda castle. Our first real major battle was near Gifu, and victory there allowed him to take Okazaki, but the main Tokugawa army advanced to take Gifu, and then re-took Okazaki at the end. Patch had a good position, which he improved throughout the game, but the constant drain of blocks from combat and the occasional siege certainly kept him feeling desperate.

I’d had plans for my end game, planning on taking three different resource points, but Patch blocked access to all of them. Well, I could have have tried one block vs one block at Niigata, but figured the defense advantage on ties would kill me if nothing else. Patch tried the opposite on his last move, attacking Takeda, and lost 2:3 impact (he was surprised I had a 3-mon block, but there just hadn’t been anything else to split from the force that took Ueda).

I mostly avoided spending any cards I didn’t need to, which along with the castle advantage had me build up a pretty large hand at the end of the game. Final score was 15-12 for me.

After that, we tried out Commands & Colors: Medieval. Patch is my regular opponent for CC:A on Vassal, so it was odd (especially for him, as I’ve tried this with Mark) to be playing a physical C&C game with him again. Flipping through the rulebook, we ended up on the Battle of Callinicum (phase 1), where the Byzantines have a line of infantry on their left, mixed light units on a on the right, and cavalry in the middle, and the Sassanids are all cavalry. It’s six banners with both sides having 5 Command, but the Sassanids have more Inspired Action, and anyone on the hill while the other side isn’t on it, is counted as having one extra banner.

Patch took the Sassanids for the first go, and hit my right with his cataphracts. I then charged in with mine from the center, and did very well, knocking out the cataphracts and threatening his left. However, he smashed my medium cavalry, and also got up on the hill, scattering my light units. I chased his main unit down, but just couldn’t eliminate it before finishing off the remnants of my center for the win. 4-6

We finished the day by switching for round two. I tried getting my cataphracts in range for a Mounted Charge, but Patch beat me to the punch, and slaughtered them. I lost my mediums as well, but did have success in counterattacks, and both of our centers just disappeared. I technically was getting an edge with our remaining units, but Patch managed to pick off another medium, and was still on the hill (my left had had no opportunity to do anything). 4-6

It’s a good scenario, and Patch was definitely liking the more powerful cavalry. Jason’s the other regular CC:A player in the group, so I’m going to have to make sure to try CC:M with him as well. I find it definitely feels different, but I don’t find it dramatically so.

└ Tags: C&C Medieval, gaming, Sekigahara
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The Templars

by Rindis on August 24, 2019 at 12:00 pm
Posted In: Books

All right, I was disappointed by this.

It is a good book, and well written. If you don’t really know much about the Crusades, and specifically the part the Knights of the Temple played in it, it is an informative book.

On the other hand, if you do already know the history of the Crusades, there’s nothing new here. I’m no specialist scholar; my knowledge primarily comes from two general overviews of the Crusades as a whole (Ashbridge’s and Runciman’s), and there was nothing new in this more specialized work.

Non-Crusade history is pretty much limited to the prosecution and dissolution of the Templars by King Phillip IV of France. This is well-covered, and while I’ve seen it covered about as well elsewhere (I’m not sure where though…), he does a particularly good job here. By Jones’ lights, it’s pretty much all Phillip IV’s show. Pope Clement V comes in for a bit more sympathy than normal, noting a French army just outside Avignon as the trials finally reached their conclusion in front of the Pope.

However, the Templars were more than fighting men in Outremer, and victims in France. They had an entire network of holdings in Europe that generated money for their needs (and loaned large sums to several kings; including largely underwriting the entirety of a Crusade), and helped recruit new people into the organization. This all gets mentioned in any work that deals with the Crusades. And here, it is mentioned, without any additional detail being gone into. This is decidedly a popular history, and this is certainly the less ‘exciting’ part of this history, but actually digging into how they worked outside of the Kingdom of Jerusalem would have been greatly appreciated.

There’s also an afterword talking about the history of the order in fiction. I’m sure this is really the prime motivator for writing this book, but the early parts of it are interesting on their own. They had become a trope at a fairly early date, and their afterlife in fiction is interesting.

└ Tags: books, history, reading, review
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Successive Exhaustion

by Rindis on August 21, 2019 at 12:00 pm
Posted In: Boardgaming

Had the gang over for a game of Successors on July 15th. Or tried to; Mark was in no shape for driving, so it was down to me, Jason, and Dave. This is one of the four-player games I’m always eager to get to, but less so for most everyone else, and with the problems the group has had, it was our first play since 2015, and the play before that was 2011. Despite some problems, things went well, and I hope we can get back to this in a few months.

At any rate, I got Ptolemy and Antigonus; I like having Egypt, but it comes with the price of being the Usurper, which I would rather have done without. Jason had Antipater and Peithon, giving him the unenviable position of being on the two opposite ends of the world. And Dave had Craterus and Perdiccas, giving him a relatively central position, and control of Alexander’s body. (I had thought to use option 2, and deal out three generals per person, but we got this set up, and the extra three shuffled into the deck before I remembered to pull them out again.)

Turn 1 went poorly for me. Dave concentrated on the west, with Craterus and Perdiccas staring at each other (and not wanting to attack into the other’s province bonus) while Perdiccas secured Syria, and trounced Ptolemy as he went to do the same. I re-built a small army in Memphis, but Dave didn’t go that far, though Unrest developed in Egypt to weaken my hold there. Worse, both Dave and Jason drew new generals. Dave needed his, as he nearly lost Craterus in his battle against me (‘9’ followed by a ‘5’ leader casualty check), and then did lose his new general defeating Peithon out in Media. I had spent early efforts on getting Helespontine, and the Greek shore of Thrace, but had to go stare down Perdiccas, and then Jason used Leonnatus to break that up. Finally, I had also played Olympias to get a small army in Epirus, and started trying to build a base in there, but Jason took exception, and knocked the army out just before I could use Greek Mercenaries to strengthen the army.


I’m Star, Dave is Lion, and Jason is Horse.

Turn 2 was more frustration for me. I had two generals, and was effectively bottled up by Dave’s generals. In one case I could move around and do things, but I’d lose Phrygia trying. In the other case, Dave was camped outside of Egypt with an army just about as good as the returned Ptolemy’s. I was slowly building up a secondary army that I could possibly move into the main army, pick it up, and attack, but it was a very slow process, and I never got far enough along.

The biggest problem is that Dave had both heirs, and the body of Alexander (which he promptly buried in Babylon), and a strong position. In fact, he knocked out the minor army Jason had left in Media and took it over. I had some cards that didn’t seem to do me a lot of good, when I finally realized. I used Diplomacy to take over Sippara, and then started building an army there, with skipped movement, and another minor card. Jason followed suit in Nippur, but only built a mercenary or two. Still, Dave’s hold on Babylonia was slipping, and no one was minding the store. I stripped control of Opis, and the turn ended with no one in control of Babylonia, and my army was besieging Babylon.

The start of Turn 3 granted me Demetrius, who showed up to lead the army in Babylon. Dave got to go before I did, and he had poured reinforcements into the army in Media which immediately hurried home, and defeated me before I could take the city. Worse, Jason had poured reinforcements into Macedonia, marched east, and easily defeated Antigonus, and then continued on to Perdiccas, still guarding the route east. Dave had separated out two Royal Macedonians to hurry back to Babylon. Now he didn’t need them there, and the lack helped make sure Jason had the advantage, and Perdiccas went to the dispersed pool as well. Jason was well over the attrition limit, which is part of why he did this lightning campaign: use the army (and eventually split it up) before it could melt away.

Jason captured Philip IV from Dave, and continued on to Babylonia. I got a new general (I forget which one), for a total of four, and he set about repairing things in Phyrigia. Unrest happened in Media, and Ecbatana went independent. Since there were no armies in Media, and none of the passes had been cleared (there were a number of tribal attrition rolls during the game), all of Media and Persis went neutral at the end of the turn, robbing Dave of more VPs, after Jason had already broken his hold in several territories.

Things got a bit worse for Dave, as Heracles came of age, and he was no longer in a position to win, so he gave up his Legitimacy lead killing him. Dave poured all his reinforcements into the Judean army, and quickly defeated Ptolemy and took Egypt. Meanwhile, I had concentrated on causing problems with Jason. I was tired of watching him get a phalangite each turn, so I took control of Macedonia. With all the losses, I barely had enough for two okay armies with four leaders, so I couldn’t get much more done. Jason and Dave sparred some more, but nothing too earth-shattering.

We called it at the start of turn 5. It was getting a bit late, and Jason and Dave especially were feeling a bit beat up from the events of the last couple turns (frankly, I’d been in despair for most of the game). Jason had Phillip IV, but the combined VP and legitimacy totals were a tie with Dave’s. Jason no longer had Macedonia, and Dave had the highest number of Macedonian CUs. So, Phillip was killed, and the world was set for another round of the soap opera.

I figure most of the action would have been in the first two rounds as armies annihilated each other again. Dave was back on top of VPs, and he had the good units. A number of these were Royal Army units, which he’d had to keep away from Jason; now that Phillip was dead, prestige bonuses made them usable again. So, we voted Dave “Most Likely to Succeed”. Jason definitely had a good shot, depending on how the fighting went. I technically had an outside chance. If Jason and Dave focused enough on each other, I might conceivably put together enough province control to get to the top of the VPs, but it was very unlikely.

└ Tags: gaming, Successors
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