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Two Rounds of Granicus

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

Patch and I recently had our between-games set of Commands & Colors: Ancients, and this time we’ve hit Alexander the Great’s career with the Battle of Granicus from Expansion #1. Alexander has a river to cross to get at a fairly decent Persian army, but has a number of advantages. The Companions ignore one sword hit in combat, and can ignore a banner, while Alexander causes a unit to battle with one extra die. Meanwhile, the Persian leaders only allow helmet hits for the unit they’re attached to, instead of all adjacent units, and Leadership cards only order the unit they’re attached to. And, the Persians have four cards to Alexander’s six.

I had Alexander first, and opened with Order Light, to line up at the river a bit more, and caused two blocks of losses with archery, and drove two units of cavalry back. Patch used Order Mounted to pull the rest of his forward line back out of range, not contesting the river. I started crossing the river, and Patch Ordered Lights into archery range. I Ordered Three Right to charge into the lights before Patch could start getting hits, and did one block to a bow unit.

Patch counterattacked with Order Three Center, putting Spithridates and Rhoesaces into my strung-out units, doing three hits to an Auxilia, and taking one in return. Inspired Center Leadership got my left flank into the river, and an Order Three Right cost me a MC as Patch got a double-banner on it, and drove it off the board. We both inched or centers up, and then Order Lights from me did two hits on a LC from archery, and knocked out a MC while taking one block in return.

Patch then used Mounted Charge (“I failed to do this last turn, and lost a unit as a result”), and got behind Alexander. I used First Strike as he went for my 1-block Aux in the river, but only got one of two blocks, while he got the Aux and Ptolemy. Then he knocked out the Companions, and Alexander had to evade through the enemy line (I’ve known the rule, but never had to do that before), Momentum then took out two LC blocks in the river, but I finished off his LC when they joined in.

I used Line Command to get intact units across the river, as well as getting more into it. Patch then used a second Mounted Charge, which finished off my LC and killed Alexander. World history is in ruins. 2-6

Patch spent the first three turns lining everyone up along his bank of the river, while I moved units up from the base line. Then Patch used Line Command to get most of his line into the river, driving off two of my cavalry units, doing two blocks of damage, and taking one in return. I used Clash of Shields for the two MC still at the river, and drove back his Med and did damage to a Heavy, but took two hits on a MC in return. Patch used I Am Spartacus to order a Light, two Medium and two wild (Med and Heavy), and put his flank cavalry into the river as well as getting his Med back in, and knocked out both of my center MC, while taking two blocks himself.

I used my own Line Command to fill in my center, and Patch used Mounted Charge, and did two blocks to an Aux, who then drove the attacking MC back past the river, and Alexander wiped out a MC, and I decided to keep Mithridates on-board, but momentum caught up to him and killed him (did not think that through…). I used Move-Fire-Move to rework my line and drove Alexander back. Patch used Inspired Right Leadership to move his center across the river, and I used Darken the Sky, which got six hits on various units, and finished off a Heavy, while damaging the other one.

Patch Out Flanked, and drove off my LC (they stayed since it was a river and a one-block MC, but a banner kept me from battling back), and on the other flank his LC was driven off by a banner from my LC. We both spent a turn rearranging a bit, and then I Ordered Three Center to knock out an Aux and drive off another. Patch Ordered Four Right, but only took one hit for his trouble. I Coordinated Attack for no damage and Patch Ordered Two Left to knock out an Aux, and do a block to a LC on momentum.

Desperate, and out of better options, I Double Timed but failed to get a 1-block Aux and lost a full Med on battle back after two attempts on his Medium. 2-6

Afterword

I knew my initial charge over the river in the first game was chancy, but Patch had some really good luck in that one. The second game bogged down near the end as we both had problems. Patch had a bunch of reduced units scattered around and didn’t feel safe taking on my more intact army. But I was out of cards to maneuver with, and couldn’t find any good ways to finish them off.

The scenario is certainly interesting, with the split setup for the Persians, and the Granicus River really influences the battle. The hills never quite came into play, though both Patch and I used them as an anchor at some point.

└ Tags: C&C Ancients, gaming
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The Gods Themselves

by Rindis on August 8, 2018 at 12:00 pm
Posted In: Books

Effectively, the full title of this is “Against Stupidity, the Gods Themselves Contend in Vain”, a quote that is spread out across the three sections of the novel. I was a bit worried at first, as the book starts with (a fragment of) chapter 6), and given the occasional screwups of ebook translations, I was initially worried that something truly horrible had happened, but after the first page Asimov inserts a note that he has his own reasons for the numbering, which is part of a narrative device that works out fairly well (including the chapter numbers helping by informing you what is flashback and what isn’t).

Each of the three sections is pretty much its own novella, and were apparently initially published as such, all tied into one overall problem. The first section ultimately deals with academia and the politics that can surround it. The second is unusual for Asimov as it’s purely from the viewpoint of aliens in a different universe (Asimov generally avoided writing about aliens as he was poor at it). And the third is back in our universe, an uncertain but short time after the first section, with a completely new cast on the Moon.

All three are tied together by the interaction between two universes, our own, and one where the strong nuclear force is about one hundred times as strong as it is here. This is explained quite well in the opening parts of the book, and transferring matter between the two allows what seems to be free unlimited energy; the process of adjusting to the laws of the other universe liberates a lot of energy, with no apparent downsides. Much of the premise and action of the book revolves around what it would take to give up nearly free energy if there is an unapparent (and fatal) downside.

As ever, Asimov is a bit of a ‘flat’ writer, but he actually does fairly well on his characters here, though there’s still some ‘telling’ instead of ‘showing’ to establish the scene, and overall I zipped through the book enjoying it the entire way, though both the physics and ‘liberated’ attitudes are a bit out of date now. Certainly, his character drama of the middle section is worth the price of admission.

└ Tags: books, reading, review, science fiction
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Heavensward Part 2

by Rindis on August 4, 2018 at 12:00 pm
Posted In: MMO

Just recently, Smudge and I finished up the main quest line of FF XIV: Heavensward. I’m not sure a lot it was great, but it certainly ended well. Considering the second half only took us a bit more than a month to go through, I think there weren’t nearly as many sidequests in this part.

The main plot through this portion is a ‘chase’, that takes time out for other things, and involves two zones. The entire last zone is effectively the destination. Along the way, we cleaned up the remaining 2/3 of the Sea of Clouds, with a new beast tribe (the Vanu, another interesting design) and encountered the Garlean Empire. A nice touch that Smudge discovered after that is a Garlean battleship patrolling around the area, technically just outside the zone, so it’s nothing more than a bit of scenery.


↓ Read the rest of this entry…

└ Tags: FFXIV, gaming, Heavensward, MMO
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Konya wa Hurricane Alliance Turn 16

by Rindis on July 31, 2018 at 12:00 pm
Posted In: Konya wa Hurricane

Overall, the Alliance economy was up 5.8 EP this turn, most of this came from the Federation, while the Hydran economy expanded a little to offset losses to the Kzinti. However, the Hydrans and Kzinti also hit the first stage of exhaustion at this point, which dropped the actually total collected from 368.8 to 342.5 EP, which is still comfortably ahead of the Coalition.

Builds:
Federation: CVA, CF, TG, NCA, 11xNCL, NSC, 3xDW, 2xDWA, FFB, 8xFF, FFE
Kzinti: NCA, 2xCM, LTT, 3xDW, 2xFFK, 3xFKE, VAP, 2xCV->CVH
Gorn: DN, BC, CMV, TG, HD, LTT, BDE, 4xDD, MB, CL->CLE
Hydran: RGR, TG, MKE, HR, PGC, 3xCU

At some point, the Kzinti CVH was bumped up in date to match the various scout carriers that get heavy fighters before general availability. I’m not sure how many the Kzinti will convert over, as there are some logistical problems, but the more he converts, the more they can feed each other. The appearance of a Kzinti CVA pod is also a bit ominous, as the Klingons are far from affording theirs.

The Hydrans swapped out a RN for the new RGR and added a PGC to the raid pool, which eliminated a crippled D6 left near the capital. The other Hydran raids hit the far end of their space again, eliminating a E4 and F5L, and liberating the last province that was still under Long-Term Capture. The Kzintis added one of two available DNLs to the raid pool, which went after a Lyran garrison DW, but a BC reacted from 1105, and crippled the DNL for no damage. The BFs hit Lyran space again, and successfully raided two provinces. The Federation added a CF to the raid pool to join the three DNLs, which all went after Klingon ships in Federation space, and killed a F5 and crippled an E4 (the latter all by itself, surprisingly, while the F5 had help from a second one, and another F5 target fought off the DNL with help from a C5), while the CF raided in Romulan space, and a POL kept it from raiding the province. The Gorns added nothing to the raid pool, with an attempt to kill a SNB in Federation space crippled it, and a SNB in Gorn space was forced to retreat.

The first offensive that developed was when the remnants of the Gorn 2nd Fleet crossed the border. They were the only ships in range of SB 4411, and weren’t enough to deal with it, so the SUB group and all the SB fighters reacted out, as Byron was about to do a maneuver he’d done before, where he moves between two BATS, and then move on to one, with nothing on the other able to react. The entire fleet stopped for my reaction, and later the 3rd Fleet moved out and hit BATS 4310, adjacent to where the 2nd had stopped.

In Hydran space, the fleets moved out, and it was obvious they were headed for 1013 where the Lyrans had a MB co-located with the Klingon BATS, which does a lot of Lyran supply in the area now. The 2nd Fleet purely pinned the Lyrans, and then the Home Fleet moved out, and I threw everything I could its way so the force that made to 1013 might be manageable.

The Federation drove a broad-front offensive against the Romulans, clearly intent on recovering 3509 as well as making a solid attack on 3612, and hitting the end of the Romulan line of BATS near the Tholians. They also attacked the Tholian Border Squadron, while sending a huge force against 1910, doubtless making up for the fact that I’d managed to take it on his last turn.

The Kzinti struck back south, leapfrogging their major fleets to pin the Klingon North Fleet and then assault 1506 and 1407. There wasn’t too much to be done about that; while I’d sure like to retain possession of my own planet 1407, the Kzinti can put way too much force into one spot for it to be practical with the continued Federation offensives.


Hydran offensive.


Kzinti offensive.


Federation offensive.


More Federation offensives.


Gorn offensive.

Battles:
2308: SSC: Klingon: E4 dest
2012: SSC: Coalition retreat
3412: SSC: Romulan: crip SNB
3413: Cloaked evasion
3314: Cloaked evasion
3313: SSC: Romulan: dest SNB
3317: Romulan: dest BATS; Federation: crip CF, FF
0815: Hydran: dest HN
1013: Klingon: crip D5; Lyran: crip STL, DW; Hydran: dest PGS
0516: Lyran: dest CL, crip DW; Hydran: dest NEC, AH
0616: Klingon: crip F5, E4A; Hydran: crip SA
1407: Klingon: dest G2; Kzinti: capture planet
1506: Klingon: dest F5L; Kzinti: capture planet
1405: Klingon: dest D6, F5G, crip D7, D5; Kzinti: dest CM, FKE
1809: SSC: Klingon: dest G2
2108: Federation: dest FF
1910: Klingon: dest D5, crip D5, F5; Federation: dest DN+, FFE
2010: Federation: dest FFS
2511: Klingon: dest D6, D5, crip CVT, D6, D5; Federation: dest NCL, crip NCL, 4xFF; Gorn crip BDE
2615: Klingon: dest D5; Federation: crip 2xNCL, FF
3415: Cloaked evasion; Federation capture neutral planet
3414: Romulan: dest SNB
3114: Romulan: crip SP; Gorn: crip 2xDD
3612: Romulan: dest SKE, crip KE, 2xSP; Federation: dest NCD, DE, crip FF
3512: SSC: Romulan: dest cripK4; Federation: dest POL
3213: Romulan: crip SP; Federation: dest NCL
3516: Romulan: dest BATS
3611: Romulan: crip WE, capture CL; Federation: dest 2xCL, crip FF
3509: Romulan: dest 2xSKE, crip SPB, WE; Gorn: crip CL, BD, 3xDD, recapture planet
4410: Romulan: dest BHE; Gorn: crip 2xDD
4310: Romulan: dest FHF, capture BC; Gorn: dest BC, crip DD

Given the importance of MB 1013 to maintaining a Lyran presence in more than a corner of Hydran space, I expected Byron to come in, take any lumps, and blow the MB. So I accepted approach, and put up a good line, including Stormtooth, the new replacement STL. Byron had actually had no intention of forcing the issue in the face of my two reserves, and left after the first round; sadly, Stormtooth failed its shock roll (which is only a 6, instead of 5-6 on d6, thanks to the DN hull), leaving the Lyrans still down a DN in theater after one was crippled last turn. There was also a little confusion over the CSV; Byron hadn’t properly realized that the Lyrans had built the first scout carrier.

I still have a decent force near a couple of Federation worlds, and naturally they came under attack in 2511. The Allied force wasn’t too much better than mine, but had some important advantages (such as actual CR10 vs my D7C in command), but a good first round had me stick around, and then a poor second round pretty much eliminated what I had gained, and forced excessive cripples.

3512 was an odd little fight with a Federation POL trying to finish off a crippled K4. Both sides rolled an ’11’, so the POL got close for an accurate photon volley, only to find that plasma wasn’t a pseudo, and both ships were eliminated.

The Federation showed how much it wanted planet 3509 back, by sending four ships… and a Gorn fleet. I was holding it with a single battle line, and Byron used the DNT to cripple my SPB group to kill in pursuit (an approach I’ve contemplated a time or two, but I’m usually not in a position to try it). I inserted a BHE into the group, and he was unable to do more than kill the escorts in pursuit.


Coalition: 413 EP (x2) + 560 (bases) + 804 ships (/5) = 1715.6
Alliance: 368.8 EP (x2) + 460 (bases) + 805 ships (/5) = 1519.6

The slide continues, with the Coalition now only registering a Tactical victory. In some ways, the news may be worse than it looks. The Alliance total is about the same as a turn ago, but this is largely because of the loss of the Gorn SB in 4206. All the Alliance fleets have expanded at least a little, and the Federation by nearly 20 ships. Meanwhile, the Romulans are down 13 ships, thanks to that same assault, though the Lyrans managed to gain 8 ships.

Most critical, the Federation has moved solidly into southern Fed space, and set up a cordon around the Orion Enclave. Beyond the likelyhood of the Federation getting a very important shot in the arm from that, communications between the Klingons and Romulans are probably forever cut, especially with the loss of the only Romulan BATS in range of 2715. The current KR spare parts will last through turn 26….

└ Tags: bgg blog, F&E, gaming, KwH
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Shogun

by Rindis on July 27, 2018 at 12:00 pm
Posted In: Books

Clavell’s Shogun is certainly a very good book, but it doesn’t quite seem to know what it wants to be. It’s a historical novel, but instead of presenting historical personages doing what they historically did, and then filling in a lot of gaps to make a good narrative, or having bunch of non-historical people with a historical backdrop, Shogun splits the difference.

It’s really in latter tradition, with the scenario of Japan in 1600 populated by fictional people who don’t have to be tied to specific actions, places and characters. But… the major movers are closely based off of real people, notably Yoshi Toranaga being Tokugawa Ieyasu and Ishido being Ishida Mitsunari, and this was somewhat distracting to me the entire way through. Perhaps a little more surprising is John Blackthorne being William Adams, who did get shipwrecked in Japan (a lot further west) and did become a samurai.

My knowledge of this period is more confined to the seven weeks following the end of the novel, which saw a short war that did for Japan what the war between Augustus and Antony did for Rome: it finished demolishing the previous power structures that had allowed several nearly-equal leaders to fight over ultimate control. It’s a heck of a tale in its own right, and I was surprised the novel didn’t cover that at all.

I don’t know how accurate Clavell is with the political maneuvering in the period before that, except that its certainly true to the types of things that happen and people do. That’s really the strength of the novel, and what makes it so good is the strength and variety of the characters. At the same time, there’s a wealth of detail in there about Japan that so far as I know is accurate, and very well presented. (Not so much the musket regiment being a new thing though, muskets had been in use for some time, and the power of massed fire had been shown off 25 years previous at Nagashino.)

└ Tags: books, historical, reading, review
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