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SH176 Kobol’s Rock

by Rindis on May 5, 2019 at 12:00 pm
Posted In: SFB

Crossposted from the SFU blog on BGG

A couple weeks ago, Mark came over for a day of SFB. I was originally hoping to squeeze in two small scenarios, but the first one turned out to be slightly bigger than we thought, and we needed to do a fairly thorough rules review first. We had a fairly long talk about all sorts of things afterward; there’s lot for us to catch up on.

Module M expands the boarding party combat system in a number of ways, including a proper abstract system for combat on a planetary surface. To my surprise, a couple years back, Mark expressed interest in the scenario provided to showcase those rules. The Kzinti are besieging a Klingon-held planet, and are making one final push to take it. Normally, they could just slowly grind their way in, but previous assaults have failed, and a Klingon fleet is approaching to retake the system at large. As such, there is only ground combat. As that (and regular boarding party combat) only happens at the end of the turn, the entire impulse procedure is skipped, and instead there’s an abbreviated sequence where the Kzinti move around their troops, then the Klingons can move theirs, and then it’s time for the combat.

The general structure of ground combat is that each hexside of the planet (which ordinarily fills one SFB hex) is a separate ‘combat location’ (this ties into the normal ground base rules, where they are set up on particular hexsides). Each of those has three ‘control stations’, and, if it’s a defended planet (as opposed to the ‘defender’ having beamed down just before you did), each of those has two defense systems. The control stations act a bit like the control systems on a ship; you can give them up instead of casualties (two casualties instead for a single station), and the other side can force the issue by expending four casualties they generated. Having at least two of the control stations generates a bonus in combat, and the defense systems have to be knocked out first, and they act as a pair of extra boarding parties (each).

It should be noted that despite the details, it all abstracts down to strength points. Ground combat uses the exact same boarding party combat results table, which is purely a ‘fire’ table, no odds, or anything like that are looked at. Shuttles can transport troops, and support the fighting directly, where they provide two extra strength points, and take two hits to kill (this translates to three of the normal combat hit points per ground combat hit; the Ground Attack Shuttle counts as four boarding parties, and its better armor only takes two hit points per ground combat hit, causing it to need to take four hits…). There’s a whole bunch of other types of troops and shuttles that boil down the same way; in fact the other types of ‘boarding parties’ generally act the same as regular ones here, as the bonuses are just better results tables on specialized actions.

The Klingons are defending with 25 boarding parties per side of the planet, while the Kzinti have 200 boarding parties, and good mobility. Even with the single admin shuttle and GAS the Klingons have per side of the planet (which can move one hexside per turn while staying immune to fire from the ships up in orbit) adding another six effective BPs, it looks pretty grim. However, those six defense stations add another 12, which means the base setup is 25+6+12 = 43 equivalent BPs, and the scenario defines that only up to 50 strength can be used in any one location per turn. The Klingons also have a set of two tanks and four ground combat vehicles in one location.

I ended up taking the Kzinti, who can move 20 BPs per turn by transporters (more at the non-combat rate, which means they’re nothing more than targets on the turn of arrival, but with the ‘remote area’ rules, it could have been worthwhile, as Mark would have to go hunting for them first), and have 12 admin shuttles and 16 GAS for ‘airlift’ and fire support. We pencil and papered everything with notes except the shuttles (and I found that a helpful planetary combat diagram had been printed in Captain’s Log #17 a week later…), which we used counters for, and its been long enough that I don’t have the best recollection of the sequence of events.

I started by organizing some of my shuttles into flights of one Admin and two GAS (which is 12 strength with the shuttles loaded with boarding parties), and put a set above each of three areas (with the hexsides labeled by the usual directional nomenclature of SFB, so that A-F are the six sides going clockwise around the planet; I put shuttles over B, C, and D, while the main Klingon defense was a A), and transported 20 boarding parties directly to C.

It was while we were working things out that we remembered the extra 12 strength from the defenses, and we realized this was indeed not going to a walkover. …And I lost most of the initial party, for doing minimal damage. Though I did kill an Admin shuttle. In fact, that was a part of my early strategy. I spent 4 points to kill Admin shuttles, mostly to limit his mobility, so I had a better chance to isolate areas and pound them later. I’m not sure if it was worth it as opposed to just trying to burn out his defenses, but I don’t think it hurt too much in the long run either.

Mark had adjusted some of his defenses too, so on turn 2 I aborted my landing at B, but kept the shuttles there, while sending out a second wave there and elsewhere, and of course sent more troops in. With a lot more on the ground, things started going better, and I really started straining Mark’s defense of C. (I think I killed another shuttle or two.) After that, my pressure on him steadily mounted, with Mark taking a lot of damage on his various shuttles as combat raged across half the planet with my forces landing with more troops beaming down directly every turn. Mark just took partial damage on the shuttles, leaving them fragile, but still worth the same amount offensively.

I got lucky with two turns of relatively bad die rolls from Mark. However, the casualties in my troops were mounting quickly. In B, where there was some heavy fighting, I eventually pulled out (even beaming ten boarding parties back to orbit while the shuttles took off with the rest) and transferred over to C while grimly hanging on in D. I’d damaged some of my shuttles in this process, but mostly took it on my boarding parties so as to preserve my ability to move. In the end, Mark lost most of his assets, while I kept my shuttles, but the cost was high.

Once the defense finally cracked, I shifted back to B and mopped up in D while leaving a garrison in C. Eventually it went to a minimal 3 boarding parties (needed to hold the three control stations), but as the Klingons move last, I needed to avoid him moving in behind me. D, and then B fell, and I massed to take out E. With a better idea of what I was doing, and a lot of Klingon shuttles dead, I took it… and then declared the scenario over as a draw. I could defend against the limited Klingon ability to make counterattacks, but I’d taken 172 casualties, leaving me with 28 boarding parties to do that and then press on to F (avoiding all the nice tanks and armored cars in A). With all the shuttle cover, I probably could have taken F and held everything. By the victory conditions, the Klingons holding 5-10 control stations (with three per location) is a draw. If I took F, that’d get the Klingons down to three, and a Kzinti victory, but nearly 75% losses, and the prospect of losing most of my shuttles (which were all damaged) in the assault took the heart out of me.

Obviously, I could have planned and executed the invasion better. Probably transporting to a remote area at the non-combat rate on the first turn would have been better, even with some losses from patrols. Then a few shuttles could join them, and I’d hit the max of 50 in an area easy. I also parcelled the shuttles out over several turn instead of just putting everything out at the beginning. It did leave some much-needed flexibility, but threatening to swamp another area or two with a massive shuttle landing would keep him pinned down.

Looking at the tactics section now, there’s some interesting notes. Mark basically fought to the last man, keeping the defenses intact until there was no other choice. Preserving a few boarding parties by running for the remote areas has possibilities (that we didn’t even think of). I’ll loose a few less men, as the combat breaks off a round early, but then I have to send out teams to hunt them down before I can strip the place to a minimal garrison, which keeps me distracted while working on the other locations.

At any rate, neither of us expected much from the scenario, but it definitely made us think, and got us very familiar with the ground combat section procedures. I wish there was another scenario or two like this (maybe not entirely focused on the surface) that used a greater variety of equipment. There’s several shuttle types presented in Module M, but all you have here are normal Administrative shuttle and the GAS.

└ Tags: gaming, SFB
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The Nisibis War

by Rindis on May 1, 2019 at 12:00 pm
Posted In: Books

You’ve probably never heard of this war. There’s a good reason: John Harrel is the only one calling it that. This book covers what is usually considered two wars, neither of which seems to have any sort ‘official’ name. “Nisibis” was the name of a city that Rome had gotten in the previous peace deal with Persia (known as the Peace of Nisibis), and was the focus of much of the campaigning in this period, though not where the most decisive actions happened.

Considering that there is basically nine quiet years on the frontier between the two wars, I’m not sure considering them one war is justified. However, they are of a piece, with Shapur II campaigning to drive the Roman Empire out of Mesopotamia, so no matter how you look at it, studying them together is well justified.

This is a fairly in-depth study of the campaigning and the armies of the period, and definitely recommended for anyone interested in 4th Century military history. Given the state of knowledge of the period, I think he’s a bit too certain on some of his statements, but he does a good job of laying out his thinking for the state of the Roman army, it’s composition, and sources of replenishment. There’s a good number of maps, I found the symbology a little crude, but effective.

My main problem is the use of terminology, which kind of goes all over the place. For most Roman offices, he sticks with the Roman names, in italics as foreign words, which is fine. However, he then insists on translating comes and dux as ‘count’ and ‘duke’. That is where the English words come from, but those forms come with a lot feudal baggage that has nothing to do with the Roman offices, and they shouldn’t be translated like that. Also, oddly, he insists on giving place and unit names italics as foreign words, even though as proper nouns, that not the general practice. It makes for some highly distracted reading in places.

There is also some good discussion of Shapur II’s activities (including during the ‘lull’), and discussion of his strategic skill. Sadly, while he gives a good look at Emperor Julian (and a very good account of the entire retreat from Ctesiphon), he touches on Julian’s experience (and gives an account of his campaigns in Gaul), but doesn’t consider anything analogous to  Goldworthy’s assertion from In the Name of Rome that Julian’s being unused to the scale of operations (in men and distance) was the major Roman failing in 363, though he does touch on a similar idea.

└ Tags: books, history, reading, review, Rome
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Two Rounds of Hydaspes

by Rindis on April 27, 2019 at 12:00 pm
Posted In: CC:Ancients

After my quick defeat in “Armored Car Savikurki“, we went for another round of Commands & Colors: Ancients. This time, it’s Alexander the Great’s final battle, Hydaspes from Expansion #1. The river is at one edge of the board, squeezing in that flank slightly, and the Macedonians have the usual rules: Alexander provides one extra die in combat, and the Companions (of which there’s two units), can ignore a sword and a flag on their own. The Indians have no infantry heavier than Auxilia, but do have three Elephants and two Heavy Chariots.

I had the Macedonians first, and Ordered Lights to bring up the flanks. The Bow Cavalry forced an Elephant to retreat, but the rampage did no damage. Patch Ordered Three Left, with his LB doing a block, and his Med Cav doing another to an evading LBC. I Ordered Three Right to drive off the Chariots, and do a block to his MC. Patch Ordered Four Center, and did a second block to a LB with archery, while moving forward a LB and Aux. I Double Timed my center forward, but which thoughtlessly put my heavies in range of his elephants.

Patch used Leadership any Section to slam his Elephants into my heavy unit center. The first one did three hits to a heavy, and then died to battle back, while the second Elephant finished them off, forcing Antigenes to retreat, and used momentum to do three hits to another heavy and force it to retreat. I Out Flanked to drive off a MC on my right, and bring Antigenes up to an Aux, who got First Striked by the Elephant for a block, and then did a hit and a banner, with the rampage doing another block to the Aux.

Patch Coordinated an Attack between his Chariots and Elephant, finishing off the weak heavy, but losing his Elephant to battle back on a failed momentum attack, but the Aux was finished off by a Chariot, forcing Antigenes to flee again. The other Chariot did one block to Companions (who ignored a second hit), and was eliminated by battle back. I Ordered Lights to sort out the flanks a little, and use the Indian army for archery practice, doing a block to a LB, and wiping out the second Chariot unit. Patch Ordered Three Right to move forward, while I Ordered Two Left to attach Antigenes to a Light and drive off his LC. Patch Ordered Two Right, and forced the other Light left on that flank to retreat, while I Darkened the Sky to do a block to his LC and to a MC.

Patch Coordinated another Attack to bring his MC behind his lines and do a block to my remaining Heavy. I used Move-Fire-Move to drive off his LC, but otherwise couldn’t do more than single banners to supported units. Patch Rallied his MC and an Aux to full strength, and then used them to get his left flank forward. I Ordered Lights, and drove off his MC again (losing a block at the baseline), and did a block to the rallied Aux and a LB. Patch Ordered Three LB Center to do a block to my LB. I Ordered Mediums, and brought two left-behind units up, while Alexander did two hits to the rallied Aux, and forced it to retreat; he used momentum to hit them again and finished it off.

Patch did a Mounted Charge, which killed Alexander’s Companions, with momentum doing a block to a LB while they evaded; the other Companions successfully evaded the last unit of Elephants; and a LC and Light traded blocks. I followed up with… the Mounted Charge I had just drawn. The Companions drove off a LB, Alexander (attached to the intact LBC) did a block to MC but retreated to the baseline on a two-banner battle back, and my one-block LBC did… two banners to the Elephants (there would have been a hit if Alex hadn’t been driven off), and thankfully the rampage did nothing. Patch had Inspired Center Leadership to do two hits to each of a Med and the Companions, while taking a block on each of two Auxes. I used Line Command to engage the center, and wiped out his LC, and finally got an Aux after losing a Heavy. 7-5

Patch opened the second game by Ordering Lights, with the LBC going toe-to-toe with the Chariots on my left flank (“Boy, my head is not in this. What the hell was I thinking?”), but they did not attack. I Ordered Lights in turn, and did a block to a LBC as it evaded. Patch Ordered Three Right, drew back the other LBC, and drove off the Chariot with archery. I used Inspired Right Leadership to move forward a bit, and drove off a Light with archery. Move-Fire-Move let Patch re-work his right flank some, but did no damage. I used Move-Fire-Move to solidify my center, and do a block to a Light. Patch used Line Command to move up his center and right, and drove off my LC with a banner. I countered with my own Line Command, but only moved up a single Aux, while everyone else fired into Patch’s line, doing a block to an Aux, two to a LB, and forcing a LBC back with a banner (where it lost a block at the baseline).

Patch Double Timed his center into my line, reducing two Auxes to one block each, and a third to two blocks (one hit caused by a blocked retreat…), while having his Med reduced to a block, two Heavies took two hits each, and a third also took a hit. I used Order Two Right to pull one Aux out of the line, and sent in the Chariot, which finished off the three-block Heavy; momentum did no damage to another Heavy, and the Chariot took a block and retreated. Patch used Order Three Center to have his damaged units finish off two my my damaged Auxes, but took another hit on a Heavy in the process. I used Order Heavies to send in the Chariots and Elephants to mop up, and eliminated a Heavy on the first attack… and then did no other damage, losing a Chariot and a block on an elephant, and on a LB on rampage in the process. Patch Ordered Two Center, and killed one Elephant, but lost his Medium attacking another one.

I Ordered Three Center, sending two Elephants forward, and a spare leader over to command the remaining Chariots. I drove off a LB with a loss, but did no damage to a Heavy and lost the Elephants in return. Patch used Coordinated Attack to get the remaining Elephant, and drove off my LBs, while Alex’s Companions attacked an Aux for one hit, and took two in return. I cried “I Am Spartacus!” to order a LB, Aux, MC, and Chariot. I did a block to a Heavy (ranged), finished off the Companions, drove off a LBC with a loss, did two blocks to the other Companions… and lost my MC to a two-banner battle back. 4-7

Afterword

The first battle really dragged out longer than you’d expect. After forgetting that I probably wanted to hold back my heavier units until the Elephants could be dealt with, there wasn’t a lot of offensive power left in either army. The second game, I tried to screen the Elephants until the time was right. Patch obliged with the Double Time and thankfully rolled relatively poorly. Unfortunately, it was a situation I couldn’t sort out in a hurry, and my dice with my heavy units were absolutely horrible, blowing the chance that I’d had there with Elephants going down after completely missing attacks on depleted Heavies.

Overall, its an interesting scenario, and probably the biggest concentration of the ‘unusual’ units there’s been. Like with most Alexander scenarios, it’s really unlikely he’ll lose (as show by these two games), but there are some possibilities here.

└ Tags: C&C Ancients, gaming
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The Shattered Stone

by Rindis on April 23, 2019 at 12:00 pm
Posted In: Books

The Children of Ynell series was originally published from 1977 to 1981, and was the first time I got involved in a series that wasn’t finished yet. In fact, I never did get the final book in a series I greatly enjoyed at the time.

The Shattered Stone is the first two of the five books of the (retitled) series, and certainly the ones I remember more strongly. They really affected me when I was young, and I’ve carried a memory of them and the author’s name for decades now as I occasionally think to hunt for copies. Make no mistake, these books deserve to be much better known than they are. They’re reasonably ‘adultish’ YA fantasy novels that are basically epic fantasy, though the focus is entirely on individuals.

The Ring of Fire introduces the world, focusing on a small town and and nearby village. It is largely a tale of growing up, and realizing your parents can’t or may even not want to solve everything. It starts out jumping between two viewpoint characters, which I didn’t remember, which I think is because Zephy takes over the entire book as it goes; Thorn is still there and important, but he slides out of being a viewpoint character. It’s not a pretty setting with a repressive (false) religion, and other methods of control while Zephy is the irrepressible free spirit, and her internal struggles do a lot to make the book. Things get worse, naturally, but at the same time, she and a few stumble into something of the truth, and features about the only religious experiences that have ever had any power for me.

The Wolf Bell, surprisingly, happens centuries earlier. Many dimly known, or distant past events are either recent, or just happening at this point. Most notably, the town of Burgdeeth that is the setting of most of the first book is just being built during this one. I’m not sure if this was planned from the start, or if Murphy decided to explore the ‘back story’ or what. Though it does make some sense to come second, as it would spoil a lot of the early-book reveals of the first book to read this first. That said, they’re only tenously connected books, and one does not really lean on the other. Also, the amount of magic available is much higher here, along with a consistently higher amount of action. On the other hand, the major characters aren’t quite as sympathetic, though this is presumably on purpose, as Ramad is impossibly mature for his age (and needs to be), and his mother is ruled by a strong selfish streak.

I don’t recall much of the next two books, so I can’t say where it goes from here, or how these two fit within the whole, but I remember that they are more dependent on these two than the second one is.

└ Tags: books, fantasy, reading, review
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Team Smashup

by Rindis on April 20, 2019 at 12:00 pm
Posted In: Boardgaming

Back on March 24th, we finally got a group day together. Better yet, it’s looking like this is the start of a much more regular schedule of FtF gaming for me; something that has been seriously lacking for the last two years. Mark, Jason, Dave and I got together for a game Space Empires 4X with my new set. I got Dave up on the carrier rules (that me, Jason, and Mark had tried out in our last multi-player day) to add to our usual mix of Pipelines, Heavy Terrain, and Warp Points. I also had us try out a 2-vs-2 game, though I should have looked at the actual rules options for that, so we were halfway between uneasy alliance and blood brothers. We basically ended up in various seats around the table, took a color based on what was handy to us, and then I drew two markers from a cup to define the teams: Red and Green (Jason & me) vs Yellow and Blue (Dave & Mark).

Dave and Jason got off to the best starts, with readily available planets to colonize. My start was slightly slower, but I quickly got going and built out my main space in pretty good order. Mark’s planets were all on the outer fringes of his space, which delayed finding them, colonizing them, and getting pipelines out to them, and he had the weakest economy for the entire game. Dave made up for it by getting the strongest economy, and being very effective all day.

Despite various efforts into deep space, it took a while for any of the areas between players to open up, and the initial contacts ended up in the center of the board. Dave discovered a Wreck there, and eventually brought it home for the technology bonus, but only after a few turns of angst after I showed up with a couple fleets to contest the area. Thanks to the betwixt-and-between multiplayer we were doing, Mark and Dave couldn’t properly join up to tackle me while my third fleet moved up. There might have been less hair-pulling if they’d known I just had a pair of SC there, but of course, they didn’t know, and they didn’t necessarily have anything better. I forget what exactly drove me out, but even the third force wasn’t worth a lot, so it turned into a delaying action on my part.


Mid-day; guarding the space wreck.

Mark and Jason also came into contact along the board edge, and Jason readily got the upper hand through a combination of his better economy, and better die rolling. The fighting there continued back and forth all day without any permanent advantage being gained. Towards the end of the day, it was petering out on that front.

My initial sparing with Dave went well, as I’d gone for CVs again, but of course, I ran out of fighters and was having some trouble recycling carrier groups. Dave then used his economic might to put together strong fleets of BCs backed by numerous SCs with PD1. Not only was it effective, but he was outbuilding me fairly effectively as I got back onto the main tech route. And exploration had finally revealed other problems.

Early on, we found a Warp Point 2 between me and Jason. Then we found a second one in an adjacent hex (the definition of redundancy). As the space between me and Dave got explored, we were dealing with a chain of what would turn out to be five black holes. This helped keep us from directly accessing each other. Given time and opportunity, I might have established a pipeline route through the barrier (though I was running out of Pipeline counters, so that had problems), though my preferred strategy at the end of day was to colonize a planet found at the edge of the board as a new jumping off point.

The real problem was when a third Warp Point 2 was found on Dave’s side of the black hole line. This gave him ready access to a completely different area of space, and our end had plenty of targets to defend (which couldn’t even be done by standing on the warp point, thanks to the adjacent pair). Along with taking a couple of drubbings from Dave’s forces, this ended up diverting much of Jason’s efforts, and forcing him off of smashing Mark.


End of day, with many things revealed.

At the time we had to call it a day, things were less certain than usual for one of these. Dave had the best economy, with 73 colony + 12 pipeline coming in on the next (14th) econ phase. He had raided my space once, and was about to do it again, and much would depend on how far that got. He was up to BCs @+1/+1, Move 2, Tactics 1, PD1.

However, Jason was earning 61 + 9 and had gotten up to BBs @ +2/+2, Tactics 1, and had some examples on hand to help defend against the next raid. The BBs would outclass the BCs, and the SCs wouldn’t help much there (though we’re finally remembering the fleet size bonus). And Dave was going to need to continue using SCs as part of his fleets as I was keeping carriers active. I was earning 76 + 10, and had Fighters 2, BCs @ +2/+2, Move 2. It was just going to take time to get an actual BC force built; I had actually continued building CAs as I could afford pairs of them, and wanted multiple ship fleets. If I’d ever remembered some of my other thoughts while actually doing production, I’d probably be at CAs and Move 3 instead. My best immediate option was probably threatening Dave with more mobility. Meanwhile, Mark was earning 55 + 3 and was at BCs @ +0/+0, but he had gotten to Shipyard 3 (everyone else was 2) to crank out the less advanced ships.

It’s a pity we had to break up at that point, as it was very much undecided. Dave smashing my navy, and geography put him in a dominant position, but I had the economy to recover given a chance, and Jason had a fleet to give me that chance. The problem would have been finding a strategy for me to stalemate Dave, which geography was making hard; then Jason could concentrate on Mark again, and given his weak economy, that should end poorly for Mark in short order. But that needed things to go well….

└ Tags: gaming, Space Empires
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