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Two Rounds of Megalopolis

by Rindis on December 14, 2018 at 12:00 pm
Posted In: CC:Ancients

Patch and I have just finished off another round of Commands & Colors: Ancients between our bigger games. This time was the Battle of Megalopolis from Expansion #6. A Spartan rebellion while Alexander is off campaigning in the east, it features a hoplite army versus Macedonians with heavy infantry. The Macedonian army is a bit bigger, with some reserve Auxilia, and slightly better in cavalry. There’s notable hills on both sides of the board, which the Macedonians have a better position in.

I had the Macedonians for the first round, and moved up my right while Patch Ordered Light to do two hits on a Med with ranged combat, while his LC came in contact, and was driven off by battle back from my LS. I moved up my left, and Patch Ordered Four Left to drive off my Med with one block left. I Ordered Four Center to bring a Heavy and fresh Med into play, while filling holes in the line with Auxes, and destroyed one of his Auxes while taking one hit on each of the two units after a First Strike. Patch Out Flanked to drive off a LC and do a block to my other Heavy, while he reduced the weak Heavy to one block, losing five blocks across two units in return.

Line Command allowed me to shelter the weak Heavy while moving everything up and engaging the weakened units. I drove a LB off the hills, and reduced another unit to one block, but lost an Aux in the process. On the other flank, I lost two blocks on a LS, and drove off an Aux. Patch used Leadership Any Section on his shattered left to pull one unit back, while an Aux stayed on the hills and engaged at range. I Counterattacked to follow up on that flank, and forced that Aux back. Patch Ordered Three Left to move the Aux back onto the hills, and tightened up the line, transferring Agis III to an intact MH. He reduced a Med to one block, but it finished off that Aux on battle back. I Ordered Three Right to occupy the hills, and finished off a weak MH at range. Patch Ordered Two Center to move to his right, and did two blocks (uphill) to the Heavy there, who drove the Spartan MH off with a loss on battle back. Move-Fire-Move allowed me to bring up the third reserve Aux, and do a block each to a MH and LB.

A Mounted Charge allowed Patch to order half of his remaining army, forcing my MC to retreat off map, finishing off a Heavy, and its leader, killing the Aux I’d just brought up, and doing a block to a second one, who did a block back. I used Coordinated Attack to shift a leader from a wrecked Heavy to the damaged Aux while two units fired at a Spartan MH without effect. Clash of Shields ordered Patch’s MC and two MH, the latter of which each wiped out an Aux. 3-7

Patch led off with Order Three Left for the second game, driving me back in the hills there. I moved up with a Line Command, and drove off his MC. Patch Counterattacked, bringing us much closer together than I had planned. Move-Fire-Move got my LS and LC forward, and a lucky banner caused his LC to retreat off the board, but no other damage was done. Leadership Any Section let Patch engage on my left, killing an Aux and MH, with Agis III fleeing for the baseline (I should have taken two banners on the MH to get him out of range of a Momentum follow-up, but didn’t think of it in time), with another MH taking two blocks, and doing one in return.

With my line thoroughly shattered, I used Leadership Any Section to engage near the center, and pull back the weakened MH, destroying a Med, and driving back an Aux to the baseline with one loss while taking one block. Patch Ordered Two Center, engaging a couple of separated units, finishing off the weak MH, but taking three hits on a Med. Order Three Right drove his Heavy back a hex, but nothing else happened. Patch Double Timed three Aux from the baseline, doing a block to a Spartan MH, and taking three blocks in return.

I Ordered Two Center to bring Agis III up to command my remaining MH there, and finished off a 1-block Med. Patch Out Flanked to trade blocks between a Med and MH, drive off an Aux, and knock out a Spartan MH, and do two blocks to a second, taking two blocks in return. Mounted Charge ordered four remaining units (two of which were hoplites). I blocked a LS’s retreat with LC, but while they took two hits from a banner, they did a banner in battle back, to wipe out the LC. My MC drove off the LS with another loss, but I wiped out his Warriors, and Momentum bagged his weakened Heavy and leader, and then another attack got a 3-block Aux. 7-5

Afterword

The most surprising thing about both games is that it looked like the Macedonians had it until a surprise upset. It was less certain in the first game, as many Macedonian units had been smashed, but I’d pried a small edge out, and had a good position until Mounted Charge and Clash of Shields suddenly changed things. In the second game, I was struggling with a poor hand (two Order Two Right, and a need to do everything else), but good cards kept coming up.

I think the Macedonians do have the advantage here, but as you can see it’s a fairly even fight.

└ Tags: C&C Ancients, gaming
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Bridge of Birds

by Rindis on December 10, 2018 at 12:00 pm
Posted In: Books

If you’re looking for a good historical novel, don’t look for it here. There’s a bit of history that shows up (the specific year it takes place in is specified), but that’s just some basic grounding for a story rooted in Chinese myth.

Some of those myths are quite real, including the ‘Duke of Ch’in’, or Qin Shi Huang, who is a figure of great renown, accomplishments… and occasional bogeyman of China.

The writing itself is wonderful, and part of what makes the somewhat surreal setting that incorporates many legends and tales, and keeps anything from jarring out of place. This also allows all sorts of fun, over-the-top action… in something of the best pulp traditions, though it doesn’t have that feel at all. Its hard to properly recommend this enough, it’s a very fun book, that is actually a bit longer than I remembered, but the action goes at a smooth clip that keeps the pages turning.

For me (and, it would seem, a lot of westerners) it feels exactly as the blurb says: ‘an ancient China that never was’, but I can’t help wondering how someone with a lot more knowledge (say, a native…) would feel about the book. Hughart apparently has studied China fairly extensively, so I hope it would hold up there as well.

└ Tags: books, fantasy, reading, review
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Kiln People

by Rindis on December 6, 2018 at 12:00 pm
Posted In: Books

Okay, I have some problems with the basic premises here. Technology for scanning your personality, your soul, and imprinting it on a disposable clay-like… ‘golem’ who is effectively a mental duplicate of you, is so cheap that sending it out to do a classic 9-to-5 job for you will earn noticeably more than the cost of the ‘ditto’. This is complicated by the fact that these dittoes are good for about a day, so doing the above job means a new ditto every day.

All this has profound social implications, which are already in the novel’s past: apparently most of the population is effectively out of work; out-competed by people who can do a few things well enough to be the ‘specialist’ in various mundane tasks and send as many dittoes out as needed to get it all done. There’s still localism, as you can’t do any of this by remote, and in some places they hire a bunch of different people, and in some all the same person. This is discussed some, but not really seen, as the characters involved are all in the realm of the Gainfully Employed.

So, the world building is really what happens to society after this happens, and short of the fact that these golems would have to be impossibly cheap, works well. Meanwhile, the actual plot follows the adventures of Albert Morris, a private eye, over about a four-day period. All the story is told through his viewpoint, or his various dittos’, and uses the device that he habitually records notes of everything as he goes, and everything is pulled from there, or from his own memories. If something happens that those can’t be recovered, then that viewpoint isn’t there.

A hidden question that the book slowly goes into the quality of these duplicates. The bodies range from very cheap and basic, to expensive, with all five senses, better brains, and even being specialized in concentration and the like. But… what if there’s some parts of your personality that just don’t make it over, or only do so sometimes? Albert actually produces very good dittoes, which helps with his work, and so this wrinkle doesn’t show up at first, but becomes gradually more important later.

As a mystery… well, I’m not as much of an expert, but I’d call it good, as things hang together well, and all the twists make sense. The action gets fairly confused during the second half, and especially so at the climax, where there’s a lot going on at once, presented through three different viewpoints (…and things take a turn for the strange). I had stopped paying as much attention to Brin after a couple books didn’t impress me a lot, but this one’s action has me back to wanting to catch up with his writing.

└ Tags: books, reading, review, science fiction
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SH3 The Coming of the Meteor

by Rindis on December 2, 2018 at 12:00 pm
Posted In: SFB

Patch and I recently finished off a try at this old scenario (I think it’s from the original pocket edition) in the Basic Set. It has some of the ‘feel’ of the Original Series adventures, and is a neat premise:

In Y160 a massive meteor was spotted headed for the industrial colony on Pollux IX. The Federation heavy cruiser Kongo, under the command of Captain Phillip Kosnett, was dispatched to avert the disaster. When Kongo arrived on the scene, however, Kosnett discovered that a Klingon frigate was shepherding the meteor.

The meteor starts 10 hexes away from the planet (and moves on the first impulse of every turn, so it’s about nine turns away), with the F5 Khedive next to it, and Kongo 22 hexes from them. The asteroid can be towed by a ship facing away from it and tractoring it for 16 impulses (…speed does not matter). Victory is purely by how close to the planet the asteroid gets to the planet, with even two hexes being a danger as small fragments will still hit the colony, killing a tenth of the inhabitants, and causing a draw. The asteroid can be ‘destroyed’ (broken up into pieces by 400 points of damage), which does not affect the ability to tow it, and does make it less dangerous to the planet.

We had to have a bit of discussion about the MacGuffin, as while the scenario quite clearly calls it a ‘large asteroid’, it doesn’t call out that section of the rules (which I hadn’t known of, I remembered the general asteroid field rules, and the small moon rules…), and defines that it will destroy any unit in a hex the asteroid enters. Large asteroids don’t prevent ships from entering its hex (and they can even land on it), or block fire, or anything you might expect of something large enough to crush whatever is in a hex 10,000 kilometers across. We did go with the large asteroid rules, and drop the normal asteroid ‘dodge’ rules as it is supposed to be a singular object instead of a debris field. It’s one place where clearer instructions would help.

Patch volunteered to take the F5, and a few impulses in realized just what he was in for. (I had expected he’d stick me with figuring it out.) He went a reasonable speed of 16, while I went 18 to get near the asteroid on the first turn. The CA is at WS-2, or the second turn of arming of photons, and I fully overloaded one, while keeping the others standard, while the F5 is at WS-1 and had to charge up phasers, and it also put up 2 points of ECM to discourage longer-range shots.

On the first impulse, the asteroid moved, and Patch lowered shield #1 to put a transporter bomb in front of the meteor. This did change my initial approach plan, but we both commented later that while a great opener, a second mine behind the asteroid would have been much better, and forced more maneuvering from me (as it was, I just sideslipped enough to bring me around behind the meteor). As I headed in, the F5 got underway, and did a clockwise loop that ended with the disruptors out of arc until he turned directly in on Impulse 26, with the range 15 and closing. Patch fired at that point, hitting with one disruptor on shield #1, and we finished the turn at range 11.

Only being three hexes from the meteor, I slowed to speed 10, charged up a tractor beam, partially overloaded a second torpedo, set one for proximity fuse, and held a HET in reserve in case Patch got too close. Patch stayed at 16, and dropped all EW while I put up 6 ECM. Patch turned away on Impulse 2, and on Impulse 4, with him about to go out of arc, I hit him with the prox photon on the #3 shield. Patch then increased his ECM to 1, presumably to discourage any more of that….

On Impulse 13, I slipped in ahead of the asteroid, and attached the tractor beam. On 16 Patch started coming back in for a run at my rear, and I launched a shuttle to provide some cover and/or drone defense. On 20, Patch fired his overloaded disruptors at range 8 as he was about to go out of arc again; thanks to my ECM shift, only one hit on shield #3, partially countered by the one point of reinforcement I’d afforded there. On 26, he turned directly in, launched a drone the following impulse, and my towing took effect on 29 to get it out of line of a direct impact with the planet.


Turn 2, Impulse 4, showing movement throughout the turn.

For the third turn, I kept up the tractor while still paying for speed 10 and an HET, and 5 ECM with 1 ECCM which left very little power for everything else. I finished overloading the second photon, and started reloading tube D, and had to pay a half point out of batteries to balance it all. Meanwhile, Patch’s F5 dropped to speed 14 and didn’t bother with EW.

I launched a second covering shuttle on Impulse 4 as Patch continued to come in. The first shuttle fired at the drone, but only did three points on a bad shot. Patch came in with a second drone following, and the second shuttle fired at him on 14, doing 2 points to #4 on another bad roll at range 2. On 16, the F5 passed directly behind the CA on the oblique, and unloaded it’s best shot at range 1: with the +2 shift, one disruptor missed, and the five phasers did 18 damage, I blew the remaining batteries to take five internals, which knocked out two phasers and one power. I had fired back with two of the side phasers to do 11 to his #2, and the other two were used to shoot down the second drone and finish off the first one; which thankfully weren’t Type-Vs. (Patch pointed out that it’s really rough to take two-space drones when you only have one four-space rack.)

I seriously contemplated cutting the tractor as he came out of his pass, and burning the HET to pump three photons (two overloads) and two phaser 1s into a rear shield at point blank range (it was, after all, the general plan of all those expenditures), but I’d already had the second towing move, and the third one would come up before the end of the turn, and the F5 was empty. So, I stuck it out, got the third hex, which pulls the asteroid completely out of range on Impulse 29, and Patch basically conceded at the end of the turn.

Afterword

With the asteroid out of the way, I could basically go slow near it, and keep myself pointed at the F5. It would get pounded if it tried to tow the asteroid back into range. I could have pounded him during turn 3, but sticking with the asteroid meant I didn’t need to go back to it later.

There were a few more options that Patch had: He could have put another TB into where I’d go when I towed, he could have powered up a suicide shuttle (though he was probably a bit thin on power) and launched it during his pass. I wasn’t going anywhere, and it’d absorb even more of my fire. A scatterpack could have been interesting… but Patch still needs to get Advanced Missions.

I knew it was going to be an odd match, and wasn’t sure how it would play out. One thing I finally realized is that it was written back when plotted movement was the norm, and that could give the F5 the edge it needs here. Even with plotting, the F5 knows where the CA is going eventually; the CA has fewer guarantees about the F5.

Suggestions:

There seems to be a habit of not going back and really reexamining older scenarios when republished in later editions. Along with plotting, it looks like this was written before ‘speed is life’ became a real mantra, and it’s expected that things will proceed more slowly. Also, the asteroid really needs more clarifications in the rules. I’ve got a few ideas on how this scenario could be refitted, though I don’t have any idea how balanced any of it might be.

First, I think the variation in SH3.62 might work a lot better. Adding a CL and D6 to the mix could be very interesting. It evens the firepower out a lot, and more importantly, the D6 and F5 can threaten to try and dodge around one Federation ship to get at whichever one’s towing.

Second, it’s too easy for the CA to park next to the asteroid and just put everything into reinforcement for a turn or two. I deliberately didn’t do this, and kept to speed 10, but there was no reason go even that fast on Turn 3. It gets even worse if you use mid-turn speed changes to slow down right as you get to the asteroid, and speed up when it’s time to break the tractor. My thought is instead of spending sixteen impulses towing, you must spend so many movement points (calculated off of Practical Speed) to move the asteroid one hex. This could allow faster towing, though getting a CA to go really fast takes some doing, and possibly means cutting power elsewhere. Eight movement seems like a likely base figure to try, since that means speed 16 for the same rate as the original, though if you’re using mid-turn speed changes, it should definitely be something like 10 movement. (This could also be translated into energy expended if you want to make it harder for the F5 to tow back, or to make the CA and D6 the obvious towing candidates in the four-ship version.)

Lastly, this seems like a perfect situation to give the Federation some firing restrictions. Chasing down the F5, blowing it up, and then towing the asteroid out shouldn’t be too hard (it is a fixed map), but it’s not very Star Fleet. There’s already a rule that the Klingon captain can claim “it was all a horrible mistake”, and all combat halts. A simple solution would just be to use the Non-Violent Combat system (D6.4), which would allow the F5 to feel safer about losing a shield or two. (We’ve had a scenario where it was used once, and small ships can generally not worry about the big CA too much.) A more custom rule could be interesting though: Don’t fire unless the Klingon has. Don’t fire anything that could cause internals (on best rolls) unless the Klingon has done internals.

└ Tags: bgg blog, gaming, SFB, Y160
1 Comment

Tales of the Zodiac Braves

by Rindis on November 28, 2018 at 12:00 pm
Posted In: MMO

Smudge and I finished off Heavensward a bit more than three months ago now, and you might expect that we’ve been getting well into the post-Heavensward content of FF XIV….

Not so much.

There are a few things from before the expansion that we had not finished up, and our efforts have been going to that. So not only have we not gone into Patch 3.1 yet, but we haven’t seen a lot of the newer zones lately either.

First off, we’ve been working on the Postmoogle quests, generally doing one per week. We’d probably just work on that while also doing 3.1 content, but the main thing we’re holding back for is getting our main-class relic weapons through all the stages they went through before Heavensward. Technically, you can just skip ahead to the beginning of the post-expansion versions, but Smudge has been determined to see it through (and it does get some extra achievements, along with some background and story for NPCs who won’t be going away any time soon). As expected for something originally designed to keep people busy when all the current story is done, every step along the way has its own brand of frustration, and takes a fair amount of time.

Possibly the most frustrating part was the Animus Zodiac weapons, which have you go through nine books, each of which has certain monsters, FATEs, Levequests, and dungeons to do. This was time consuming, and quite repetitive by the end, as there were only so many places of the right level range for them to draw from. After that, attaching 75 materia to a star scroll took some time and organization due to getting the materials, but we generally had the materia to hand. And then the next step of gathering light points took a bit simply because it was a big job, and we didn’t burn out on it. One of the most efficient ways of doing it was the three ARR+ raids, which we went through for a few weekends in a row, so we finally got familiar with them after also skipping by that on our way to Heavensward.

After that, the plan cooked up by the NPCs is to create an all-new weapon with better potential, and pour all the soul-energy of the old one into the new weapon. This required a fair amount of running around for more materials, and some things needed to be crafted. Luckily, between the two of us we have all the crafting classes in good shape… but part of it is taking apart (or desynthesizing) relatively expensive vendor items to get materials that only exist that way. Most of our desynth skills were not already up to the task, so that took some extra effort. I have gotten a better idea of how those skills work as a result, and why getting them into Heavensward levels is such a pain….

And once everything is ready, and you’re about to sacrifice your old weapon, the game warns you, twice:

Maybe I needed more soulbonding with it?
↓ Read the rest of this entry…

└ Tags: FFXIV, gaming, MMO
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