Rindis.com

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

Categories

  • Books (491)
  • Comics (10)
  • Gaming (911)
    • Boardgaming (669)
      • ASL (154)
      • CC:Ancients (83)
      • F&E (78)
        • BvR – The Wind (26)
        • Four Vassal War (9)
        • Konya wa Hurricane (17)
        • Second Wind (5)
      • SFB (78)
    • Computer games (161)
      • MMO (76)
    • 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 (48)
    • Anime (46)
  • Writing (1)

Patreon

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

Other blogs:

RSS Inside GMT

  • Iron Triangle #1: General Overview March 25, 2026

RSS Playing at the World

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

RSS Dyson’s Dodecahedron

  • Scavengers’ Deep – Map 29 March 25, 2026

RSS Quest for Fun!

  • The Myth of Rational Animals November 23, 2025

RSS Bruce Heard and New Stories

  • Preview: The Iron Queen February 9, 2026

RSS Chicago Wargamer

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

RSS CRRPG Addict

  • Arena: Urban Sprawl March 23, 2026
SF&F blogs:

RSS Fantasy Cafe

  • Michael Swanwick Guest Post and Book Giveaway February 23, 2026

RSS Lynn’s Book Blog

  • Can’t Wait Wednesday: A Widow’s Charm by Caitlyn Paxson March 25, 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

  • 2026 Kansas City ASL Club's March Madness Tournament March 16, 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

  • What color is paut? Sigh. March 3, 2026

RSS Gaming Ballistic

  • Pigskin project (by Chris Eisert) February 28, 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 #3: “Season Of The Witch” February 8, 2026

RSS Orbs and Balrogs

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

My Enemy, My Ally

by Rindis on August 6, 2019 at 12:00 pm
Posted In: Books

The professional fan fiction of Star Trek novels are useful for finding new authors, and the biggest find I’ve ever had from them is Diane Duane, who had written many very good books outside that universe. This is where I first discovered her, and it is also one of the best Star Trek novels I’ve read. Thirty years after I last read it, several scenes still stand out in my memory.

There are, perhaps, a few too many MacGuffins floating around. There’s artificial ion storms, 4D chess (with a mini-transporter to ‘time’ pieces in and out), and the big problem of the book, a Romulan project to enhance psionic potential. But all of them relate to the plot fairly strongly.

Part of the main point of the book is to take a closer look at the Romulans. About half the book is from the viewpoint of Ael t’Rlailiiu, a Romulan starship commander who feels that the Empire’s latest project will only lead to ruin, and so makes common cause with one of her gravest enemies. An interesting touch is that Romulan dialog is given untranslated, with only a character’s reactions and internal thoughts providing a sense of what is being said. Thankfully, it isn’t done much as it would get wearying, but it is an interesting device for what we do get.

There’s plenty of action, and it’s all well done, but there’s plenty of build-up and planning before that. Duane introduces a number of new characters here, including Ensign Nahraht (the only Horta in Star Fleet), which have been fan favorites since. The characters are smart, and generally act like it (there’s an amount of ‘but of course I planned for this’ that borders on the excessive), and of course there’s the wonder of early Star Trek unburdened by special effects budgets. Recommended for all TOS fans, and action-adventure fans.

└ Tags: books, reading, review, science fiction, Star Trek
 Comment 

Glory in Jerusalem

by Rindis on August 3, 2019 at 12:00 pm
Posted In: Boardgaming

Jason came over on June 24th for another round of Pursuit of Glory. Everything went better this time, with Jason getting through traffic somewhat better, and both of us in good practice with the rules and early game events. We reprised our roles from the previous game, and I stuck with the standard opening at Fao, though I went for a bigger Russian attack, rather than trying to pick off cavalry divisions.

Mobilization went about as normal through most of Turn 2. Jason, fearing a repeat of last time, got troops up to the Suez canal during Turn 1, and that’s where things started going wrong for him. Churchill Prevailed, and the British fleet made it all the way through the Bosporus and shelled Constantinople, though it failed to reduce the final fort to open a real supply line to Russia. However, the two elite BR divisions were sent to Pt. Said, and from there I was able to break the Ottoman line and threaten the rest of the area. The Indians also made a little progress in Mesopotamia, knocking out a Marsh Arab tribe on the way, and Secret Treaty allowed me to get parts of Persia, while Jason was too busy to interfere.


End of Turn 2.

I pushed further in Turn 3, taking Jifjaffa in Suez, and Isfahan in Persia. The Russians were doing most of this activity, and also attacked out of Azerbaijan and took Van. I was also having to spend some effort trying to sort out my supply lines as pressure started mounting in the main Russian/Ottoman border. During Turn 4 The Turks hit the Russians hard, defeating Yudenich, and a panicked call to Save Tiflis drove the main line back to Kars. The Indians finally organized two corps in Mesopotamia, and after a lot of back and forth in Sinai, the British landed in Jaffa to support the advance (I really hadn’t wanted to do that, but there was a corps waiting in Adana, and the advance really needed the help in the face of two other corps in the region. In other news Parvus went to Berlin, and Bulgaria entered the war.


End of Turn 4.

Turn 5 saw more pressure from me on all fronts, as the Russians took Hamadan and threatened Mosul. Indian troops in Mesopotamia started advancing, taking Kut, and Commonwealth troops stormed Gaza. VPs fell to 6 during this turn, Jihad was down to 4, and RU VPs were also at 4. CP war status was slightly ahead (8-7), and Gorlice-Tarnow had removed a RU corps.

Turn 6 saw a real setback for me as Jason threw the Brits back out of Jaffa, defeating Maude, and threatening my hold on southern Palastine with his corps. However, Armenian Uprising, while it couldn’t really break any supply, did make things uncomfortable for the Turks around Mus, and took temporary control of Diyarbekir.

But things turned back around as I pushed back onshore with a combined attack (to avoid the water crossing), and then took Jerusalem, and headed north. Meanwhile, the Indians occupied Ctesiphon and Museyib, preparing for a simultaneous push on Damascus and Baghdad at the end of the turn. Jason wasn’t able to re-take anything important enough, and lost at the end of the turn with 0VP.


End of Turn 7, and game.

It was reasonably sure, but I did gamble hard on that last turn, since I burned through a number of units and CC card, leaving me four OPS plays and two 1-OP rounds. If I’d had to go to Turn 8, I might have had some real problems. Jason was having the usual CP problem of recycling units, as the eliminated pile kept growing even with moderate RP use, while I mostly managed to empty my eliminated units box again.

As mentioned, the real trouble started with shelling Constantinople, and getting a good combat on Romani. That turned Palestine into the center of gravity for the rest of the game, followed by my invasion in Jaffa, which gave me the ability to supply regular BR corps in the area, which completely outclass the TU-A ones that are easy to raise there. The advance in Mesopotamia started slower than I wanted, as I took a while to get Indian Reinforcements so I could organize their two corps there.

Jason really needed to find time for at least some action in the Balkans. Any sort of distraction would have been good, and taking Belgrade would have made my end-game push a lot chancier. He also needs to get more used to using SR instead of transferring a bunch of units a little distance, to completely re-organize threatened theaters (I admit to having the same problem as the CP…).

└ Tags: gaming, Pursuit of Glory
 Comment 

Shadows Past

by Rindis on July 31, 2019 at 12:00 am
Posted In: Books

The good news is that this is another good book in Freeman’s Borderlands series. Even better, we see more of Suiden this time.

The bad news is that it’s the last. This is especially bad because there are unresolved threads. Like the first two, this is a complete story, and you don’t need to read the others for this to make sense, it is a standalone with beginning, middle, and end. But like the second book revealed there’s a bigger group targeting Rabbit, this time the bad guys manage to kidnap a secondary character, and get him away before everything else gets resolved. So obviously, there should be a fourth book, which will hopefully deal with that, even if, like this one, we don’t move any closer to the bigger threat.

But it’s been nine years at this point, with no sign, no word on the author’s website for over eight years now…. I’m going to try not to torture myself too hard by hoping that book four will appear at some point.

As far as the actual contents of the book, we have yet another change of scenery, and associated set of new characters. And more of everyone immediately around Rabbit being a bit disagreeable; but with better reason this time. Again, part of the book might get short-circuited if a few things would be talked about early, and I think it’s a case of Rabbit giving events more lucidly than they’d be perceived as their happening again. And, while it’s obvious that something is happening, what exactly isn’t at all obvious, and things are confused by the fact that Rabbit has arrived in a place with at least three cross-currents operating.

In fact, overall, the situation is more complex than in the previous books, and is handled better. This still isn’t quite up to the level of the first book, which handled civil war and personal pain with equal with and aplomb, but its really close.

└ Tags: books, fantasy, reading, review
 Comment 

Ringold Gap Twice

by Rindis on July 28, 2019 at 12:00 pm
Posted In: Boardgaming

Back on June 22nd, Mark came over for some gaming. The main goal was to get some familiarity with the GCACW series again, and looking through the scenarios in Battle Above the Clouds, Mark found “Ringold Gap”. It’s a two-day scenario as the Confederates are retreating from their defeat at Missionary Ridge. So the entire scenario is a chase, with the Confederates needing to get a supply wagon (borrowed from the advanced/campaign rules) back to Dalton, with only a couple formations to protect it. The Union has a couple of corps, plus some extras, and overall, the scenario is pretty small.


Scenario setup.

Mark took the Confederates, and our first game was over with very quickly. Mark started pulling away, and I activated a couple of divisions who just couldn’t get anywhere. Then things went sideways. I got a couple more activations, and got nearly maximum movement on a pair of leader activations on the XIV Corps that saw me swing around the Confederate covering force, and catch the wagons near Graysville with only a small cavalry force. I defeated a small infantry unit, sending it routing back to Ringgold, and then destroyed the cavalry screen and wagon train. The supply points on that are the biggest VP earner, and I’d easily be able to burn a railroad station (a secondary goal), and there was just no avoiding a Union Decisive Victory at that point.


Sudden death.

So, we reset the scenario and tried again. This went more as expected, with the Confederate wagon train making its way east as the Federals vainly tried to find ways around or through Confederate forces. There was a serious battle near Ringgold; the Confederates had a nice cork in the bottle of the ridge there, but I maneuvered to his flanks, and handed him a serious defeat around the end of the first day. However, Mark was able to put more distance between us and get another division on top of Buzzard Roost. There was no way to get at his flanks there, and we called it with a Moderate Confederate Victory. My troops were largely worn out (so were his…), and I wasn’t going to get around Rocky Face Ridge, though I could just barely get to the rail line to burn a station.


Most of the way through the second game.

In some ways, it’s an interesting scenario, as managing the rearguard isn’t something you get to see a lot of in wargames. But it does seem like it’s really swingy. Given some early luck, the Union can get an easy early victory. Short of that, it’s hard to see the Confederates doing any worse than Mark did in the second game. The main variable is the supplies, and it seems like the Confederates won’t need to push the wagons enough to lose some of the supply points (which is Union VPs), once they’ve had a few initiatives to put things in place, as the Union needs a few moves to even begin to get into position.

└ Tags: gaming, GCACW
 Comment 

Darkest Victoria

by Rindis on July 25, 2019 at 12:00 pm
Posted In: Computer games

This is the third in a series of reviews looking at the evolution of Victoria II. See the previous reviews here:
Victoria II: Same But Different
A House Divided: Limited Expansion

Just about a year after A House Divided came out, the second expansion for Victoria II was announced. The primary goal for Heart of Darkness was to re-work colonial ventures, and concentrate on the Scramble for Africa. It was released on April 16th for PC, with a Mac version that appeared slightly later.

Note that this review is just on this expansion, and you may wish to go back over my review of the main game and AHD, listed above, for a refresher on the full game.

Source of the Nile

As the central focus of the expansion, colonization was completely reworked. The ideas of colonial range, and ‘life rating’ to restrict things remained, but just about everything else is different.

Once an area is open to colonization, you send an expedition to the region. If, after 270 days, no one else has sent an expedition to the region, you can establish a protectorate, and it will develop normally. Otherwise, you can send colonists, and then establish an outpost, a settlement, and guard posts, all in a race with the other power(s)s.

If you don’t keep pushing more development in the region, it will eventually go to the other power. If you both continually reinforce your holdings, a confrontation will eventually result as a crisis erupts over the disputed area (see below).

All of this takes colonial power. You get a flat amount of points for the early naval technology “Post-Nelsonian Thought”, and then more for every naval base and combat ship in your navy (with more advanced ones generating more). These points are invested in each step of colonizing, so a long fight with another Power over a region will sap both country’s power (and attention). Transforming a region into a true colony also takes more colonial power. Only releasing it as a dominion or transforming it into an actual state releases the colonial power for re-use.

In general, the new system works well, though there’s still no actual ‘exploration’ of Africa beyond the abstracted events that have been in the game all along. I’m a bit disappointed that there’s nothing around sending the expeditions specifically, that could tie into tracing the course of the Nile, or other bits of European uncertainty.

War at Sea

Naval combat got a complete rework, becoming a bit more like HoI III’s naval combat than a clone of EU III’s. Ships entering combat now spend time time getting into visual range, and then pick a target to go after. Ships will often be going after a ship that’s going after a different enemy ship, and so forth….

Ships have proper speed, evasion, and gunnery ranges, so light ships dart in and engage the enemy screen, while the longer-ranged capital ship guns open up on their counterparts. The damage and morale parts of combat work largely the same as before, so ships may go into a ‘retreat’ mode, where they try to get away from the enemy before being sunk. Of course, if the ships targeted on it are faster, it may not work out very well.

In some ways, it feels like it might be a little too detailed for such a high-level game as Victoria II, but it does make naval combat flow much more like actual battles, and it certainly captures the feel of a battle like Jutland very well.

Also, a new ship class, battleship, was added to represent the pre-dreadnoughts, and show more of the evolution of capital ships after early ironclads. Finally, ships now require certain minimum levels of naval bases to construct, representing the large shipyards needed to build the large warships of the early 20th Century. Since these also take a fair amount of effort to build, there is now quite a delay on getting the largest ships, which need two technologies (one for the ship class, one for the port facilities), and constructing at least one high-level port before even starting on the ships.

Origins of WWI

The feature that has the biggest impact on the entire game is the new crisis system. Every once in a while, a problem will emerge with two countries in a region, who will then start looking for Great Powers to back their resolution to the problem.

Once each side has a backer (which doesn’t always happen), any Great Power on the same continent has to get involved or lose prestige. Once involved, the Powers can align themselves one one side or the other, and the leaders of each side can offer concessions to attract support. And the two leaders can try to hammer out a solution, or one leader, finding itself politically isolated may concede.

There is only a limited amount of time for this to happen however. If a crisis goes unresolved long enough, it will turn into a war over the primary goals of the crisis, with all the involved Great Powers as belligerents.

Crises can arise anywhere there are two countries with an interest in the same state, either from one having cores (a valid/traditional claim) on another country’s territory, or two Powers trying to colonize the same state, or from liberation movements within a country.

The Balkans are a common source of crises, because Greece is already independent at the start of the game, and holds cores on most of the territory around it. In this situation, a minor nation is allowed to put a national focus on one of its cores, which will start increasing the flashpoint tension until a crisis erupts. If the Ottomans are still a Great Power, they automatically back themselves, but if Greece can get support from other Great Powers, they can get the Ottomans to back down and hand a province over, or fight them for it on Greece’s behalf.

Its a clever way to give minor countries a bit more control, and of course is a nice way to show the increasing tensions of the late 19th/early 20th centuries as the rising militarism of the population will cause crises to become more common late in the game.

Rail Baron

Railroads got a graphical overhaul so that they appear in all map modes now (a complaint of mine originally). Also, they don’t sprawl to all possible destinations, but generally (graphically) connect to one other province that already has a railroad. This makes them look a bit more natural, but as separate regions develop railroads that grow together, their rails never connect, which make projects like the Trans-Continental Railroad look wrong. It’s a nice boost to the looks of the game, but I think they should have had more connections appear as the level of rail in the province go up, which would solve the trouble.

Conclusion

This is a much easier recommendation than the previous expansion. Every major feature helps Victoria II feel more like the 19th Century. Some of the ideas work out better than others, but they do all work. They add a bit more complication to the game, but since they don’t complicate the main parts of the game, the expansion does not make the game any more difficult to learn. I recommend getting this expansion in general, and if when initially getting Victoria II, you can get it as a complete package with both expansions, I definitely recommend going straight to that.

└ Tags: gaming, Paradox, review, Victoria
 Comment 
  • Page 125 of 310
  • « First
  • «
  • 123
  • 124
  • 125
  • 126
  • 127
  • »
  • Last »

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