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Rome and Attila

by Rindis on January 17, 2025 at 12:00 pm
Posted In: Books

The third of Nick Holmes’ books on the end of the Roman Empire covers from the sacking of Rome in 410 through the death of Attila in 453, and then the end of Western Roman administration in 476.

The good news is that the transition between The Fall of Rome and this book isn’t as repetitious as between the first two, and I don’t know of any books essential to the period that he’s missed out on this time.

The bad news is the transition does still have a lot of copy-and-pasted material that someone reading straight through will want to skip, and there’s no roadsigns to it. But it’s not as extensive, and seems broken up a little by new or rewritten material.

I am gratified to see Ian Hughes’ books (most notably Patricians and Emperors) show up in the notes. I have some problems with his books, but they are invaluable reconstructions of what was going on politically in the western Empire in this period. For anyone wanting more on the climatic battle between (effectively) Western Europe and Atilla, I recommend Osprey Publishing’s Catalaunian Fields AD 451 (Campaign #286). This is a detailed look at the campaign, and might have informed this book some, but is at a lower level than the bulk of the narrative.

On the other hand, Holmes has definitely fallen in love with one of his sources, Priscus’ History of Byzantium; or at least those pieces that survive. The actual work is lost to us, but it extensively quoted in other places, and he presents a translation of parts of those quotes put together at the end of his book. I admit I haven’t really read that part, but I certainly commend him for its inclusion.

Holmes does have his own thoughts on the importance of Atilla, and the tribute the eastern Empire was paying during this period. Even better, he has some thoughts on a military recovery in this period. I’d have to see something a little more finely argued, and some counter arguments to come to a real opinion, but he does make an interesting case. Overall, its a good addition to the series, and while I still say don’t read it immediately after the previous book, it’s still a great starting place on this bit of history.

└ Tags: books, history, reading, review, Rome
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SH127 My Brother, My Enemy

by Rindis on January 13, 2025 at 12:00 pm
Posted In: SFB

With other opportunities having passed it by, I decided to try soloing “My Brother, My Enemy” for SFB from Module S2 during the holidays.

It’s an interesting situation that had caught my eye when I first went through S2. Mind-controlling “plants” are discovered on a planet by the Gorns (or should I say they discover the Gorns), and are brought back to a base, which they promptly take over. The Gorn navy sends a couple ships to investigate, which arrive just before all the ships at the base are ready to depart to spread the plants further. If plant-controlled boarding parties get loose on a Gorn ship, they start taking over the crew, but the Gorns can use scientific research to find a cure. Even better, disengagement is limited to via separation (which means 50 hexes), so the plant-controlled ships have to scatter and get away from the navy.

However, the first thing I found while setting up is that the given setup is illegal. C13.7 is quite clear that each tractor beam on a normal base is one docking position, that can take one ship, with the tractor used to hold it in place. The Gorn BS has three tractor beams, and there are six ships docked to it. Deciding that each position was a ‘dual’ dock, with the single tractor beam able to do the close range manipulation of two ships at once wasn’t hard, but it was something to be aware of first. (I imagine this is a place changed/clarified from Commander’s Edition, and they didn’t catch the wrinkle when putting together the “new” book.)

After sorting out that wrinkle, next up is determining the schedule of departures. The one military ship there (a FF) can leave whenever, but the other five ships roll a d6, and that is the turn on which they can undock. The plants got lucky with two small freighters and the free trader ready to go on turn 1. The final two small freighters had to wait for turns 4 and 5. Since they’re docked, they’re under normal acceleration restrictions, while the Gorns are coming in at whatever speed they want, and at WS-III. The Gorn ships decided to split up, with the CA (speed 24) circling around clockwise to catch anything going that way, and the DD (speed 27) going counterclockwise, and hopefully meeting up on the far side. Natrally, the four plant ships all undocked and made best speed; the FF at 15, FT at 13 and the freighters at 9.

Also, there’s no specific headings related to being docked, but I set up the docked ships with “fixed” orientations, and as they had been at 0, they have an unsatisfied turn mode upon undocking at the start of the turn. At lower speeds, it took a bit to get turned around, but the plants all turned to direction E, away from the Gorn’s entry, and sheltering behind the base and its phaser-4s.

By impulse 9, the DD had hit range 17 from the base, which fired a pair of ph-4s, with bad rolls keeping damage down to 3 damage on the #1 shield. The FF decided to distract the CA, and continued running in front of it, and the CA launched a plasma torpedo on impulse 19. The FF turned off, and the DD tried to work around the base with disastrous results. The DD had slowly been getting closer to the BS, and on impulse 24 hit range 14. The base waited until 27 and fired 2xph-4s with good rolls doing eight damage to the #6 shield, following up with the final pair on 29 for five more damage, causing three internals, two of which were warp hits.


Turn 1, Impulses 1-18. One big happy fleet.

The DD hadn’t gotten close enough for any research, but the CA was five hexes from the FF and generated 8 points of information. Down two power, the DD only went 23 while repairing a shield box. The CA sped up to 29, while the FF went 24, the FT 23 and the freighters got up to 10. The BS had been loaning EW to the FF and a freighter, but had to shut down the special sensors to recharge phasers.

The plasma torpedo hit on impulse 1, tearing through the FF’s #5 shield for four internals, taking out a warp and two phasers. The DD turned a fresh shield to the base, which fired another pair of phaser-4s to exactly knock down the #4. A second shot with another pair did seven internals, mostly getting hull, but also a warp, a phaser and the bridge.

On impulse 9, the CA got to range 3 of the FF and tractored it (the FF’s batteries were spent against the plasma). The 1/2 MC FF only slowed the CA down to 21, while the FF had a pseudo speed of 6. The CA then turned to parallel the two freighters (and FT) and start overtaking them (and nearly keep up with the FT). The CA then fired the other torpedo at the FF. This hit eight impulses later to do 10 internals to the FF through its #4 shield, taking out the remaining phaser, torpedo, and three power. The CA then spent the next few impulses pounding the FF with phasers, reducing it to three power, and not much else. A probe bought an easy 20 points of information, while the CA’s range 3 from the FF got another 20, giving a total of 48 out of the 100 needed for a cure.

Afterword

I generally ran out of steam at the start of turn 3 after a look at the victory conditions, and the relative speeds for that turn. Importantly, the CA had to slow down to 25 while rearming the plasma torpedoes, start rearming the phasers, and recharging the batteries (two being expended on that distant tractor). The FT worked up to speed 23, implying a very long chase after it (current range = 31) that would also see the two freighters left behind.

The DD was down to speed 19, and needed to stay a very healthy distance away from the BS, as its shields just couldn’t take the kinds of abuse ph-4 fire could deliver. The FF turned off everything to go speed 9, but a beginning of the turn phaser shot reduced it to 0 power (until a warp box could be repaired in a few turns).

With the other two freighters still at the base, the best call seemed to be for the DD to turn around and try to keep them in range if they bolted in the opposite direction (this would also turn the untouched right flank shields to the base). The CA could catch one of the loose freighters and still catch the other, carefully knocking down shields and beaming over once the cure was found in about another three turns.

This would give the plants 9 VPs for the FT getting away, 4 VPs for the FF being crippled, and then 1 point for each freighter that takes internals in the process of getting shields down. (This is a scenario where the Gorns could consider non-violent targeting, though I don’t know that it’d work out.) So 13 VPs, possibly going up to 17 if things go well. If one of the last freighters actually gets away, that’s another 3 VP. The plants win with 17 or greater. Very careful surgery with the freighters should just avoid that. (Possibly a succession of ph-3 shots at range 3 or 4.)

The Gorns had two problems here. The first is their own fault, with the DD getting close enough for a ph-4 barrage to take down multiple shields that are 7-10 boxes each (only the #1 is better at 14). I think the DD is going to have to keep distant and try to just keep whatever is furthest from the CA in sensor range. The first plan was for it go go after the free trader, but it was a long ways away, and too fast once the DD lost power.

The second was the early release of three ships. Having to coral four ships at once was a bit much for them, though they took out the only one not in something of a group (the FF). Most particularly, having the two competent ships, the FF and FT, going at once made things a lot worse. The FT can only go speed 24 (12 warp and MC 1/2), but small freighters have a theoretical max of 12, and with only one impulse, life support, minimal shields, and low-power fire control (which is quite optional here) reduces them to speed 10. Just by putting the base between the navy ships and it, the FT ensured a large lead that could only be overcome with a lot of effort.

└ Tags: gaming, SFB, Y162
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Lady Knight

by Rindis on January 9, 2025 at 12:00 pm
Posted In: Books

Tamora Pierce finishes off her second YA female knight series in great fashion here. There’s been a lot built up during the previous three books, and there’s a lot here. You can read this independently, but I recommend against it.

Most importantly, Kel is finally through training, and not before time, as all-out war is coming to Tortall. A strong king has emerged in Scanra, so actions are moving from unorganized raiding to organized raiding, and the occasional battle when Tortall’s army can catch a real force.

Worse, is the creation of magical ‘killing machines’ by a wizard up there, this is the main continuing bit from the previous novel, and the focus is largely on this. However, first, we get a taste of real military command. Which is defending an under-provisioned outpost, waiting. Knowing the enemy may show up soon.

Of course, the enemy does show up, and we get plenty of action. This also leads back into the central plot, which has even more action. If there’s any problems with Song of the Lioness and Protector of the Small it’s that the central points of ‘knights in training’ precludes a lot of action sequences. You get certainly get some, and Pierce does them very well, but they’re generally just part of the climax of the novel instead of being part of a roller coaster ride. Well, she more than makes up for it in this one.

It’s a good concluding novel with payoff for all the training, and plenty of new complications thrown in. This delivers on all the promises of the rest of the series. While I liked Song of the Lioness, I like this series more.

└ Tags: books, fantasy, reading, review
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Too Many Wizards

by Rindis on January 5, 2025 at 12:00 pm
Posted In: Boardgaming

Finally had people over for a group day last Sunday. Unfortunately, that was also a drama-filled day, so it was just me, Mark and Jason active for gaming.

We started off with Too Many Kobolds, a small game I just got for Christmas. It’s purely a card placement game, as you have a 3×5 grid as your “cave”, and you place kobolds so that they are happy (requiring a combination of resources from other kobolds). As such, the game will last exactly fourteen turns, as you always place one kobold per turn, and you start with a dragon to work off of. It didn’t take long for all of us to realize just how challenging things were going to be, though Jason managed to flip a couple cards early on. Once I got going, I did very well, eventually getting most of my kobolds happy, using all three one-use special powers along the way. All three of us ended with the chromatic bonus (all seven colors, seems likely), while Jason and Mark both had bonuses for having three of the same kind of thing, but the final scores were still me 46, Jason 35, and Mark -17.

After that, we did a round of Settlers. I got off to a fairly good start, but that faded over time as I got stuck without resources for a while. Mark ended up taking longest road, and generating a very long road. Between that, a couple VPs from development cards, and a fairly steady flow of resources all game, he did well, hitting 10 VP while I was still at 6 and Jason was still at 3.

Finally, we did a round of Wiz-War. This went longer than initially expected, as we finally had a game that didn’t immediately collapse one player’s position. I mean, I did collapse, but it took longer. I took damage from both Jason and Mark, while they first went for re-positioning their own treasures, and then went after others. Both of mine ended up going, but by that point I was dead. The initial encounter with Jason went poorly, with him absorbing life points to get up to 20. The encounter with Mark went longer and did even more damage, and should have ended with me as his Buddy.

But, I kept pointing out that this is not an attack, and washed him a square away with Water Wall, and then Destroyed Wall next to him. I still ended up trapped in part of his sector with a Thornbush, Granite Cube, and a Fire Wall blocking the exits. I got out to continue bugging them, taking more damage, Mark Teleported Other on me to put me back in the same corner. Thankfully, I drew Passwall after a turn, and died to Jason (I forget what he used, but I was down to 2 life points) after some (inadequate) petty revenge with a Sudden Death for 10 points.

Shortly after that Mark made it back to his base with the second treasure for the win.

└ Tags: Catan, gaming, Too Many Kobolds, Wiz-War
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2024 in Review

by Rindis on January 1, 2025 at 12:00 pm
Posted In: Life

Every year, I express a hope that things will be better next year, but it’s really hard to see that happening right now.

That said, I am in temporary good financial shape thanks to my vacation time being cashed out a few months ago. I need to be a bit better about preserving the surplus.

Fox Den is still on schedule, with another twelve issues of Campaign out. I did get two mid-month releases out this year, Panzerfaust #52 and Guidon #6 Income is down slightly again, at ~$580. I have about a year and a half to go, and am nearly done with all the scanning.

The blog has been on schedule, but nothing more. I ran into a couple places where I was scrambling for a post for the 4-day schedule, as well as the usual race to finish the bigger ones on time. I did get another eight Paradox reviews out this year (I thought it had been less) which takes me through eleven months of releases (I need to speed this up somehow), and am down to four more in the can (I like to keep two spares, so that’s fine). I did have a greater number of RPG articles this year, with three GURPS Dungeons & Sorcery collections (that has nearly run me out of content, I need to get more written up), two miscellaneous reviews, and three Forgotten Realms reviews (I have stopped short of my goal of reviewing FRE3 Waterdeep; hopefully I’ll get back to it soon).

General board gaming has continued as before. Patch and I have a regular schedule we rotate through, and Mark and I are regularly gaming on Saturday and Sunday mornings. Sadly, there was a gap in FtF play from May to December, so there’s been less of that. New (to me) games this year were Granada, A Most Dangerous Time, Wing Leader, Tiny Epic Vikings, Demonlord, and Too Many Kobolds. I think Granada needed a little more restraint on new wrinkles for the base Sekigahara system, but is very good, and easily top of the pile.

Steam says I didn’t play as many different games as last year, and since I didn’t experiment with a bunch of new space 4X games, that makes sense. In fact, my only new computer game this year would be Endless Legend, which I found a bit disappointing. It is good, but is also built around limiting how far you can grow, which runs counter to what you expect in a fantasy conquest game, and limits your ability to bring about a decisive end, so I think it hinders more than it can help the design. My dad’s computer broke around October, and he’s on a refurbish that’s generally good, and doing better now that I’ve talked him through a video card upgrade. Dawntrail was a worthy new expansion for FF XIV; not as good as the previous two, but that would be nearly impossible to do. The real question is where does the story go from here to the next expansion? I have thoughts, but I’m usually wrong. Also, I hosted Smudge’s weekday gaming streams for a little bit, and went through the existing three chapters of FoxTail.

There are three Kickstarters that I’m waiting for to deliver the goods: The remastered/dubbed Dirty Pair TV series probably should have delivered already (me and Smudge have the shirts), but is close to done, and the Sony/Crunchyroll acquisition is to blame. Free Stars: Children of Infinity (AKA the real Star Control III) is continuing to look good in periodic updates (due May, but I expect it to slip a little, as most things do). I’m less certain of when Empire Builder: Europe is due, but it too is done by people with experience, and I’ll be happy to finally have my own crayon rail game.

I hit my reading goal fairly easily this year, getting 47 books in (this does include some relatively short RPG supplements). On the best side, the final volume of Jonathan Sumption’s history of the Hundred Years War did not disappoint at all. I wouldn’t call Peter Wilson’s Thirty Years War great, but I do think it is a solid improvement over Wedgewood’s book. On the fiction side, all the further parts of good series held up to the quality expected; Mistress of the Empire and Unbound Empire (no relation) were very good conclusions along with the final two Queen’s Thief books. In fact, I don’t think anything has been truly disappointing this year, except the fact that early ST:TNG novels still have yet to have a book with a plot that stays cohesive all the way through.

I am trying to be semi-active on Bluesky and posting links to most of my blog posts over there. I’ve also been posting occasional pics of my RPG collection over there, and need to get back to it. I also started a thread for cataloging all my various gaming projects, and need to update that again.

└ Tags: life
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